| https://en.m.wikipedia.org/wiki/Goodhart%27s_law https://en.m.wikipedia.org/wiki/Campbell%27s_law If you know a thing or two about evolution, it should be obvious how these shortcuts will play out. And still, you hear about similar metrics being used all the time... All over the place. I suspect, in most cases, it's actually bad metrics stacked and really the manager trying to putting a metric on their own "contribution". (Parasitic isn't even the word, but rather viral or prionic...) In the end, truly and reproducibly recognizing individual contribution is probably beyond human comprehension for any non-trivial tasks. Maybe your product actually benefits a lot from that one guy, who is just very good at promoting a good spirit, being fun to work with, rather than being the most proliferative coder. And how do you measure how hard a problem is? Does is matter who perceives it as hard in your team? I think, it's one of those things, where trying to be clever will most likely make things much worse because the manual labor and personal involvement of the past actually was already best fitted for the task, by utilizing the human brain where it excels. Humans doing human things with humans, without being willfully ignorant about the complexity at hand. |
1. There is no objective measure of productivity that can be applied to software development.
2. Accurate estimation of development times is impossible (not difficult, actually theoretically impossible). All estimates of development times are wrong, some by more than an order of magnitude.
The second one is especially hard to grok for non-techies. I have to explain that if you insist on accurate estimates, you will get grossly padded estimates [0]. And the work will expand to fit the time available (sometimes resulting in the task exceeding even the massively padded estimates because the work expanded with the estimate). I've had many entertaining conversations attempting to explain this.
[0] Because every developer knows that an estimate will magically become a deadline.