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Book Description

When it comes to the human side of software, nobody speaks with as much insight as Larry Constantine: developers and managers worldwide recognize his Constantine on Peopleware as the classic in the field. In The Peopleware Papers, Constantine thoroughly updates all 52 of the legendary columns in that book, and adds 25 new essays published for the first time in book form.

These 77 essays offer powerful guidance on virtually every software development challenge in the "no-man's land" where technical and social issues blur, psychology meets cybernetics, and theory and practice intersect. Constantine's range is extraordinary: project management, group development, discipline vs. chaos, tools, models, methods, processes, personalities, usability, and beyond.

The Peopleware Papers includes two completely new sections: one on organizational culture, and another on making software objects more usable—including Constantine's hard-to-find, breakthrough essays on usage-centered design.

Table of Contents

  1. Copyright
    1. Dedication
  2. Selected Titles from the YOURDON PRESS COMPUTING SERIES
  3. Acknowledgements
  4. IntroductionThe Other Side of Software
  5. Original IntroductionHardware, Software, Peopleware
  6. I. Group Development
    1. 1. Decisions, Decisions
      1. Risks of Mediocrity
      2. Leading Lightly
    2. 2. Consensus and Compromise
      1. Unpromising Compromise
      2. True Believers
      3. Just the Facts
    3. 3. Negotiating Consensus
      1. Straight Priorities
      2. Debate and Dialogue
      3. Putting It Together
    4. 4. The Lowly and Exalted Scribe
      1. Vital Statistics
      2. Scribbles
      3. Modular Memory
    5. 5. Official Space
      1. Shaping Process
      2. Collaborative Communication
    6. 6. Irksome Interruptions
      1. Word Warriors
      2. Office Protocol
  7. II. Cowboys and Cowgirls
    1. 7. Cowboy Coders
      1. Maverick Maturity
      2. Coeducation
    2. 8. Cowboy Homecoming
      1. Chimp Tales
      2. Trail Bosses
    3. 9. Unity in Diversity
      1. Required Roles
      2. Liking Alikes
    4. 10. Coding Cowboys and Software Sages
      1. Managing Mavericks
      2. Mavericks and Methods
      3. Cowboy Collectives
      4. Dissent and Diversity
  8. III. Work Organization
    1. 11. Traditional Tactics
      1. Getting Organized
      2. Pyramid Power
    2. 12. Chaos Manners
      1. Breaking Through
      2. Work and Play
      3. Opposing Charges
    3. 13. Open Architects
      1. Hanging Loose, Hanging Together
      2. Keeping the Door Open
    4. 14. Synchronized Swimming
      1. Where Nowhere Is
      2. Smooth Waters
    5. 15. Team Politics
      1. Through the Dimensions
      2. Final Scores
    6. 16. Having It All
      1. Management Models
      2. Meeting Management
    7. 17. Contrarion Conspiracy
      1. Use It or Lose It
      2. Devil You Say
  9. IV. Tools, Models, and Methods
    1. 18. CASE and Cognition
      1. Sketching
      2. Alternatives and Alternative Views
      3. Creation and Evaluation
    2. 19. Modeling Matters
      1. Picture This
      2. Managing Complexity
    3. 20. Mirror, Mirror
      1. Getting the Picture
      2. Notation and Usability
    4. 21. Methodical Madness
      1. Step One
      2. Subdivide
      3. Structural Fit
    5. 22. Essentially Speaking
      1. Essential Interfaces
      2. Magnetic Strips
      3. Re: Redesign
      4. Trance Actions
    6. 23. Shapes to Come
      1. Between GUI and Grit
      2. Dual Processors
    7. 24. Software Objectives
      1. Packaging
      2. Subjective Programming
    8. 25. The Seams Are Showing
      1. Tool Time
      2. Views
      3. Traces
  10. V. Process Improvements
    1. 26. The Benefits of Visibility
      1. Dynamic Duos
      2. Virtual Visibility
      3. Structured Views
    2. 27. Rewards and Reuse
      1. Old Problems
      2. Lending Support
      3. Programming Royalty
      4. Acquired Taste
    3. 28. Superlearning
      1. Launching Language
      2. Quick Study
    4. 29. Up the Waterfall
      1. Getting Ahead
      2. Rationalized Reality
      3. Shuttle Bus
    5. 30. In-Time Delivery
      1. Rapid and Reasonable
      2. Just Do It
    6. 31. Under Pressure
      1. Faith in Process
      2. Delivering Value
    7. 32. Re: Architecture
      1. Second Chance
      2. Renewal
    8. 33. Quality by Increments
      1. Setting Priorities
      2. Rewards and Recognition
      3. Measurement and Control
      4. Data and Information
      5. Work Visibility
      6. Skills and Stars
      7. Degrees of Freedom
      8. Summary
  11. VI. Software Usability
    1. 34. Consistency and Conventions
      1. Know-How
      2. Rising Standards
      3. Counterintelligence
    2. 35. Complexity and Creeping Featurism
      1. Progress
      2. Selling Points
      3. Darwinian Design
    3. 36. Going to the Source
      1. Wishing Well
      2. Office Visits
    4. 37. Colorful Language
      1. Color Communication
      2. Color Scheming
    5. 38. Improving Intermediates
      1. Three-Phase Design
      2. Disenfranchised Majority
      3. Maps
    6. 39. Unusable You
      1. Job Description
      2. Too Little, Too Late
      3. Surface Features
    7. 40. Editing Interfaces
      1. Chalk Talk
      2. Champions Made
      3. Defect Defense
    8. 41. In Service
      1. Out of Service
      2. Messenger Service
  12. VII. Usable Objects
    1. 42. Objects in Your Face
      1. On the Face of It
      2. Physical Fallacy
    2. 43. Getting the Message
      1. Where's the User?
      2. From GUI to OOUI
      3. Surface Features
    3. 44. Abstract Objects
      1. Paper Abstract
      2. The Context Concept
      3. Pitiful Prototype
    4. 45. New Media
      1. Consistent Inconsistency
      2. Mix-in Media
      3. Overloading Without Overload
    5. 46. Useful Cases
      1. Story Bored
      2. Good Goals
      3. Helping Hand
    6. 47. Efficient Objects
      1. Designer Fit
      2. Numbers Game
      3. What Counts
    7. 48. Coherent Objects
      1. Sticking Together
      2. Fitting Ideas
      3. Coherent Application
  13. VIII. Brave New Software
    1. 49. Arrogant Programming
      1. Discourteous Drivers
      2. Backwards
    2. 50. Interfaces Diversified
      1. Circular Reasoning
      2. Hoosiers and Africans
      3. Aesthetic Apprehension
    3. 51. Wizard Widgets
      1. Just Acting
      2. Dumb Terminals
    4. 52. Future Faces
      1. Soft Seduction
      2. Wrist Architectures
      3. Control Return
  14. IX. Culture and Quality
    1. 53. Culture Change
      1. Risk Reduction
      2. Me, Us, or Them
      3. Alpha to Omega
    2. 54. Change Agents
      1. Mandating Managers
      2. Capable Colleagues
      3. Vital Visionaries
      4. Fashion Leaders
      5. Secret Agents
    3. 55. Embedded with the Best
      1. Abundant Chips
      2. Upgrade Costs
      3. Down and Dirty
    4. 56. Columns from an Italian Restaurant
      1. Last Details
      2. Working Teams
      3. In Need
    5. 57. Mentored Out
      1. Nellie Knew
      2. Close Tolerances
    6. 58. In Training
      1. Plastics
      2. Continuous Improvement
      3. In Theory
    7. 59. Gifted Programmers
      1. Toys for Techos
      2. Working Holidays
      3. Electric Training
    8. 60. Industry Icons
      1. Names and Numbers
      2. Not Working
      3. Gifts
    9. 61. Impresario
      1. Impressing
      2. Structuring
      3. Channeling
      4. Gateway
    10. Registered Peopleware
    11. References
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