Friday, November 22, 2013

Planning and Reality

Brilliant CSI by Clay Shirky on the debacle of Healthcare.gov:

In the early days of print, you had to understand the tech to run the organization. (Ben Franklin, the man who made America a media hothouse, called himself Printer.) But in the 19th century, the printing press became domesticated. Printers were no longer senior figures — they became blue-collar workers. And the executive suite no longer interacted with them much, except during contract negotiations.


This might have been nothing more than a previously hard job becoming easier, Hallelujah. But most print companies took it further. Talking to the people who understood the technology became demeaning, something to be avoided. Information was to move from management to workers, not vice-versa (a pattern that later came to other kinds of media businesses as well.) By the time the web came around and understanding the technology mattered again, many media executives hadn’t just lost the habit of talking with their own technically adept employees, they’d actively suppressed it.


On Being Wrong:
The idea that “failure is not an option” is a fantasy version of how non-engineers should motivate engineers. That sentiment was invented by a screenwriter, riffing on an after-the-fact observation about Apollo 13; no one said it at the time. (If you ever say it, wash your mouth out with soap. If anyone ever says it to you, run.) Even NASA’s vaunted moonshot, so often referred to as the best of government innovation, tested with dozens of unmanned missions first, several of which failed outright.

Failure is always an option. Engineers work as hard as they do because they understand the risk of failure. And for anything it might have meant in its screenplay version, here that sentiment means the opposite; the unnamed executives were saying “Addressing the possibility of failure is not an option.”


On Importance of Testing:

One of the great descriptions of what real testing looks like comes from Valve software, in a piece detailing the making of its game Half-Life. After designing a game that was only sort of good, the team at Valve revamped its process, including constant testing: 
This [testing] was also a sure way to settle any design arguments. It became obvious that any personal opinion you had given really didn’t mean anything, at least not until the next test. Just because you were sure something was going to be fun didn’t make it so; the testers could still show up and demonstrate just how wrong you really were.

“Any personal opinion you had given really didn’t mean anything.” So it is in the government; an insistence that something must work is worthless if it actually doesn’t.

An effective test is an exercise in humility; it’s only useful in a culture where desirability is not confused with likelihood. For a test to change things, everyone has to understand that their opinion, and their boss’s opinion, matters less than what actually works and what doesn’t. (An organization that isn’t learning from its users decided it doesn’t want to learn from its users.)


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