OK, this isn't directly related to Alpha but I thought this article from PC Mag was interesting and maybe other developers would benefit from a reminder about these issues as well. I've seen more than one situation where developers (including me) have fallen into one or more of these traps.
Personally, #5 is probably my biggest problem - mostly because it wastes time that I then realize isn't billable. Deadly Sin #6 is my biggest gripe. Even though I used to agree with it in some situations, I've found that it really isn't to anyone's advantage. The users don't become happier; they just get tired of griping and quit - sometimes even when the 'difficulty' is only a perception because it's not what they are used to.
(This summary was created with permission of the author, Dr. Kevin Scoresby. The full article can be found at http://zdnet.com.com/2100-1107_2-5324894.html)
1. "We have to be first to market."
Translation: �We don�t have time to make sure the product meets our customer�s needs.�
2. �Our budget doesn�t allow for design specialists."
Translation: �We can�t invest what�s needed to maximize long-term company revenue."
3. "The requirements make it clear what has to be done."
Translation: �Simply including certain features is more important than how those features are implemented.�
4. "Well, it makes sense to me."
Translation: "I�m a representative sample of our customer base."
5. "It will be so cool if we do it this way."
Translation: "My personal target audience is my co-worker (or resum�) rather than the customer."
6. "Customers will get used to it."
Translation: �Customers will continue using the product long enough to lose touch with how difficult it is."
7. �That�s what the help desk is for.�
Translation: "The design issues will soon be someone else�s problem."
Personally, #5 is probably my biggest problem - mostly because it wastes time that I then realize isn't billable. Deadly Sin #6 is my biggest gripe. Even though I used to agree with it in some situations, I've found that it really isn't to anyone's advantage. The users don't become happier; they just get tired of griping and quit - sometimes even when the 'difficulty' is only a perception because it's not what they are used to.
(This summary was created with permission of the author, Dr. Kevin Scoresby. The full article can be found at http://zdnet.com.com/2100-1107_2-5324894.html)
1. "We have to be first to market."
Translation: �We don�t have time to make sure the product meets our customer�s needs.�
2. �Our budget doesn�t allow for design specialists."
Translation: �We can�t invest what�s needed to maximize long-term company revenue."
3. "The requirements make it clear what has to be done."
Translation: �Simply including certain features is more important than how those features are implemented.�
4. "Well, it makes sense to me."
Translation: "I�m a representative sample of our customer base."
5. "It will be so cool if we do it this way."
Translation: "My personal target audience is my co-worker (or resum�) rather than the customer."
6. "Customers will get used to it."
Translation: �Customers will continue using the product long enough to lose touch with how difficult it is."
7. �That�s what the help desk is for.�
Translation: "The design issues will soon be someone else�s problem."
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