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What "Agile" Means to Me

June 30, 2023

For the last six months, my team and I have been building Yext Chat - a brand new SaaS product for building customized, steerable chatbots powered by generative AI.

For this project to be successful, we knew we needed to be agile - to move fast and be flexible. The technology and market were rapidly evolving, so it was crucial to be nimble and experimental, not beholden to any particular master plan.

The word “agile” means different things to different people, but for most software engineers it evokes the Agile Manifesto.

The Agile Manifesto was written in 2001 by a group of software engineers seeking a more flexible approach to software development in contrast to the rigid “waterfall” method that dominated at most software companies at that time.

Their manifesto outlined four core values:

  1. Individuals and Interactions over Processes and Tools
  2. Working Software Over Comprehensive Documentation
  3. Customer Collaboration Over Contract Negotiation
  4. Responding to Change over Following a Plan

All good advice.

However, these days, when people talk about the “agile method” they often get way too bogged down in the rituals and the dogma. My eyes glaze over whenever I hear the words “scrum”, “kanban”, “sprint planning”, or “retro”. I don’t know what half of that stuff is and I don’t think it matters. I think it distracts from the principles that actually make a software team agile.

In fact, the rituals of the agile methodology can become their own form of rigid bureaucracy when blindly followed. Engineers can too easily become slaves to their Jira boards, spending more time assigning story points or conducting sprint planning than they spend building software for their customers.

What I’ve learned is that there is no single process or blueprint you can follow to be agile. Agility will look different for each company and each team. But there are still principles you can follow to make your team agile - to maximize the speed and efficiency with which you deliver great software (and have a lot of fun while doing it).

Here are those principles as I’ve learned them over the last six months.

Let Process Evolve Naturally

The first principle is to let processes evolve naturally to meet the needs of the team. The processes exist to serve the team, not the other way around.

When I say “process” I’m referring to all of the various tools and rituals we have at our disposal for keeping track of work and staying on task. This includes…

  • Your issue tracking tool (Jira works, Linear is better)
  • Your Git workflow and code review process
  • The medium you choose to formalize your plans (“the spec”)
  • Your cadence of meetings, standups, retros, etc.

I’ve learned that there is no single right way to do any of these things. It depends entirely on the nature of the team and the nature of the project. For example, while we were building Yext Chat we found daily standup meetings indispensable, because everyone’s work affected everyone else’s and we needed to stay constantly abreast of what everyone else was doing. But for a more mature product where each person’s work naturally becomes more siloed, a daily standup might be a waste of time.

It’s possible to have too little or too much process, and I’ve seen teams suffer from both. You might have too little process if you find that people are doing duplicative or contradictory work. For example, if you end up with nasty merge conflicts that take days to disentangle, that’s probably a sign that there was too little process and that the team was not planning far enough ahead.

However, the more common failure mode that I’ve seen is that there is too much process, not too little. This happens because process, like household clutter, quietly accumulates over time, and after a while everyone forgets why the process exists in the first place.

My best advice for addressing this “process clutter” is to occasionally do “process spring cleaning”, which involves deleting standing meetings, getting rid of established processes, and cutting red tape wherever possible. Inevitably, you will find that some of the processes that you got rid of were actually important, but you’ll also find that many of them were no longer necessary, perhaps because they were imposed during a different time when the team had different needs.

That’s okay! You can always add a process back. You can always put meetings back on the calendar. But if you never get rid of process, then gradually so much of it accumulates that it’s impossible to get anything done. This is what turns innovative startups into boring bureaucracies, and you must stave this off for as long as you can.

Write Things Down

The written word is highly underrated in the modern workplace. I find that complex, important decisions are basically impossible to make unless someone has written a document which can serve as the foundation for making those decisions. Otherwise you end up talking in circles and accomplishing nothing.

If you ever find yourself in such a meeting, end it immediately, designate one person to “own” the decision, and have this person write a narrative memo explaining the decision. Reconvene everyone and force them to read the document in silence and then discuss the decision.

You might think that sitting down and writing a narrative memo contradicts the spirit of speed and agility, because writing is slow and time-consuming. It’s hard to do good writing in a hurry.

But even though writing is hard and time-consuming, the time it takes to write down an idea is far less than the time that writing will save you in the future. Writing prevents you from wasting time in interminable meetings or bottomless Slack threads trying to reason through complex decisions. I’d much rather take the time to write a good comprehensive treatise on a subject than spend hours in meetings trying to muddle through a complicated decision.

You should also make sure to memorialize each decision you make in writing. Ideally you should do this live, while everyone else is watching, and confirm that everyone agrees with what you’ve written. This serves two purposes. First, it ensures that you don’t forget the decision you’ve made (which happens all the time when you neglect to write things down).

But second, it helps to uncover hidden areas of disagreement or confusion. People often think that they’re in agreement at the end of a long conversation, but then discover that they actually aren’t because they misunderstood what the other person was saying. Memorializing a decision live can help uncover these misunderstandings quickly, which is far better than uncovering them weeks later.

Clear writing is clear thinking. So whenever your team’s thinking becomes muddy, the best way to clear it up is by writing things down.

Make Prototypes

However, as much as I love writing, written English is not always the best tool for exploring new ideas. Often code is the best tool for that job. If you are trying out a truly novel idea, you’re often better off just building the damn thing instead of writing a long document explaining now it might work.

I’ve found this to be especially true in two cases:

  1. designing complex user interfaces and
  2. designing complex, algorithmic product features.

For building complex UI, our company used to write out tedious “use cases” or “user stories” for every possible aspect of the interface.

A use case would read something like this:

  • The user clicks onto the “Home Screen” in the navigation.
  • The user hovers over the “Add Site” button.
  • After 250 ms, a tooltip appears.
  • The tooltip reads “blah blah blah”

Don’t do this! It’s pointless! If you are capable of writing out all of the details of this user experience in English, you might as well just write them out in code, and at least then you’ll have a prototype at the end of it that you can play with and reason about. It’s basically impossible to judge whether a UI is “good” when you’re just looking at a written English description of it.

The same is true for complex algorithmic product features. For example, if someone showed you a written description of Google, ChatGPT, or the Instagram Feed , would you have any idea how “good” the product would be? Of course not. You can only judge these products by using them and seeing their algorithms at work.

The same has been true for Yext Chat. The quality of this product relies ultimately on the quality of the chat bot’s responses, and there is no way to judge that except by building the product, trying it out, and iterating further. That’s why we never bothered writing a spec for Yext Chat. The very first thing we did was build a prototype.

Understand the Value of Focus

Part of the benefit of the agile methodology is the ability to change priorities quickly as requirements evolve. This is certainly a good thing because requirements really do change in the real world. You bring on new customers; you learn more about what they actually want; the technological landscape evolves. To meet these challenges, it’s important to be able to pivot quickly and deviate from your long term plan.

However, this power should be used with great responsibility. Changing priorities isn’t free. As any engineer will tell you, context switching is a productivity killer. Every time that an engineer has to switch what they’re working on, they have to reload a new area of the codebase into their brain, and it can take a while to hit their stride again. (This may be especially true for software engineers, but I think it applies to everyone.)

Conversely, as an engineer gets deeper into one section of a codebase and spends more time thinking about a very specific problem, they gain increasing mastery over that section of the code and they start to uncover new insights and generate new ideas about how to make it work even better. This sort of mastery takes weeks, months, or even years to achieve, and you’ll never get it if you shift your focus every sprint.

This doesn’t mean you should never change priorities. That’s equally bad, and it’s why the agile manifesto states implores us to embrace change:

Welcome changing requirements, even late in development. Agile processes harness change for the customer's competitive advantage.

If you never allow requirements to change, you’ll never build something your customers truly love. But if you shift your priorities each sprint you won’t either.

Invest in Developer Productivity

You should invest generously in making your team more productive. Let your team adopt the latest and greatest technologies, even if it takes some time to adopt them. Let them build libraries and internal tools that will make their work easier in the future. Most teams do too little of this, but I’ve almost never seen a team that does too much.

Although developer tooling doesn’t deliver value directly to the customer, it controls the speed with which the team can deliver value to the customer, which is just as important. Consider the simple math. If you spend a month on a project that will make your developers twice as productive, you may be a month behind, but you’ll be caught up within another month, and in 6 months you’ll be 5 months ahead of where you would have been.

Go Fast

In software, speed is the key to quality. This may seem counterintuitive. You might think that by taking your time and building a product slowly, it will turn out higher quality, with fewer mistakes. But in reality, this is not how building software works. In software, speed and quality are interrelated.

The reason for this is that building great software requires that you iterate over and over again, releasing things, seeing what works, and then releasing more things. Ultimately you’re trying to figure out what actually needs to be built, and this requires iteration, and iteration requires speed.

This is very different from, say, building a house, or painting a painting. You don’t get to iterate on a house or a painting. Once it’s done, it’s basically impossible to change, so you’d better take your time making sure it’s perfect the first time. But software isn’t this way. Software is constantly evolving, and you can usually make improvements very easily.

Therefore it behooves you to ship things quickly, because once your software is shipped you’re actually in the best position to improve it, because you and your customers can use it and see exactly what needs to be improved.

Set Deadlines

There are many ways you can increase the pace of work. One way is to impose deadlines. Deadlines can be a useful tool for motivating the team and increasing the pace of work. Without deadlines, work can go on endlessly. Without deadlines, you don’t have to make any hard tradeoffs. Deadlines can have a galvanizing effect on the team.

However, deadlines should be thought of as a means to an end, not an end in and of itself. Deadlines are a way to make the team move faster than they would have otherwise. But for the most part, they’re basically meaningless. Your customers don’t care about them. So if you find that a deadline is causing your team to make bad decisions - like shipping software that simply isn’t ready, or causing people to pull all-nighters - then you should dispense with it.

Demo Often

Every time a team member ships anything, no matter how small, it should be accompanied by a brief demo. Demoing often has two benefits. For one, it improves morale significantly. People love seeing their work come to life. Conversely, people hate slogging interminably on a project without seeing any tangible product.

Another benefit is that it allows you to constantly adjust course. As we discussed already, many products - especially things that involve complex UI interactions or unpredictable AI models - are impossible to judge in the abstract. You have to actually play with them and see them in action to know if what you’ve built is any good.

Spend Time Working, Not Talking About Work

The ratio of time spent actually working - boots on the ground, hands on keyboards - to time spent talking about work - in meetings, sprint planning, on Slack, whatever - should be somewhere in the neighborhood of 90/10. At many (most?) companies this ratio is inverted. This is crazy. Do not let this happen.

It’s very easy to spend endless amounts of time talking about “ways of working”, or planning for an upcoming sprint or product launch. Some amount of this is necessary. If you spend 100% of your time writing code and 0% of your time coordinating with your teammates, you will very quickly start pulling in different directions and the project will devolve into a disorganized mess.

However, the much more common failure mode, in my experience, is that teams will spend the vast majority of their time in meetings coordinating with another, debating abstract ideas about what needs to be done and how it should get done. Their work-to-talking-about-work ratio is out of whack.

The antidote to this disease is to shut up and build something. Get in there and write the code. Even if it doesn’t come out perfectly, you'll actually have something tangible that you can discuss, instead of discussing things interminably in the abstract. (This gets back to the Make Prototypes principle - it’s easier to make decisions about real working products than it is about abstract ideas on paper.)

Let the Best Ideas Win

This is the most important principle on this list. You must let the best ideas rise to the top and win, no matter who or where they come from. Too often, the engineering manager, or product manager, or some executive, is the only one allowed to come up with ideas. This is bad.

You want a culture where everyone can come up with ideas, and where the ideas win purely based on merit, not based on who had them. Seniority shouldn’t matter. Great ideas come from the top, bottom, and middle.

One reason this is important is that finding the best ideas is a game of numbers and probability. Most ideas aren’t good - even if they come from really smart people - but a small minority are. So the name of the game is to have a lot of shots on goal, so to speak. Try out many ideas, accepting that many won’t work, but that a small percentage will work very well.

Another even more important reason this is important is that people are willing to work a lot harder on their idea than someone else’s. It’s very demotivating to feel as if you have no control over what you’re building. But if you feel like it’s at least partially your invention, you will work harder and make a better, more beautiful product.