Modules In Time : Synthesizing GitHub and Skyrim

Thanks to Bill Seitz I picked up on a Giles Bowkett post I’d missed a couple of months ago which compares the loosely coupled asynchronous style of development that companies like GitHub both promote and live, with the intensely coupled synchronous raids that occur in online game-worlds.

Bowkett seems confused by the apparent contradictions between the two. And yet obviously impressed by the success of both. He wants to know what the correct synthesis is.

That really shouldn’t be so hard to imagine. The intense coupling is what happens in pair-programming, for example. Or the hackday or sprint. Its focus is on creating a single minimum product or adding a single feature / story to it.

The right synthesis, to my way of thinking, is intense / tight / adrenalin fuelled / synchronous coupling over short periods, where certain combinations of talents (or even just two-pairs of eyes) are necessary. And loose / asynchronous coupling everywhere else. Without trying to squash everyone’s work into some kind of larger structure which looks neat but doesn’t actually serve a purpose.

The future of work is highly bursty!

It shouldn’t surprise us, because modularity is one of the oldest ideas in software : tight-cohesion within modules of closely related activities. Loose and flexible coupling between modules. It’s just that with these work-patterns we’re talking about modules in time. But the principle is the same. The sprint is the module focused on a single story. The wider web of loosely asynchronous forks and merges is the coupling between modules.


Posted

in

by

Comments

Leave a Reply