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by hibikir 877 days ago
Asking people whether the developer experience is good or bad is not going to be the most efficient of approaches: It's ultimately asking for a mood. When teams are asked what they are spending a lot of time on than they wish they shouldn't, you can at least see what are the heavier pain points. It doesn't help if your developer experience budget is zero, but it can at least organize the useful alternatives.

In most places I've worked at, the a survey asking for specific pain points gets great results, because the worst time sinks stick out like a sore thumb, especially if you have workers that have worked in high quality organizations.

1 comments

Those places did detailed surveys but the results were uninteresting; it’s always something abstract like long compile times, long CI times, etc. then the next year the company presents all the concrete ways they made things faster and the same themes repeat.

There are three problems. The first is that people who can accurately point out the problem are outweighed by a bunch of people who are just unhappy and generate a response for the sake of participation / being prompted. This means that you can address the pain point you think you’ve identified only for sentiment to remain unchanged so you try to tackle the next point and the cycle repeats.

The second is that things like “slow compile times” may have hundreds of different reasons so if you improve compile times in aggregate by 20% you’ve not solved anyone’s specific day to day compile time pain point where they normally spend many 10s compiling which sees a reduction to 8s but the expensive compile which runs infrequently (both because less needed or because it’s so slow) takes 1-4 hours. It’ll maybe see a reduction into the 48min-3.2 hour range which is substantial but not enough to be felt or it may be unaffected because the improvements aren’t measuring that slow build and it’s not a focus (eg maybe it has a bad dependency chain that pulls in way too much). The causes of why that’s slow can be hard to tease out correctly and engineers are incentivized to make the “biggest bang for the buck” changes that sound impressive and quantifiable (20% reduction in compile times across the company vs I made this team happier and it’ll maybe show up in an end of year survey if I’m lucky)

The third is that the rate at which certain kinds of things get worse (long CI and compile times) keeps up or usually outperforms the pace at which things get better (eg 1000 developers adding to compile and test times cannot be beat by a team of 10 engineers spending their time on speeding things up).