Conclusion: - Deepstash
Conclusion:

Conclusion:

To cut a very long story short — take responsibility for the entire process from request to release, think customer-first, avoid context-shifting, and embrace early feedback. Sounds obvious when you say it like that! Maybe it is.

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MORE IDEAS FROM Deliver the best work, Impress your Clients

5. Overseeing assumptions

Gone are the days where we would lounge around on beautiful beanbags, enthusiastically anticipating the Scrum Master totally "3… 2… 1… " prior to uncovering our assessment utilizing an arranging poker card. However, it is a smart thought to get a type of assessment together.

Offering this basic snippet of data front and center will prevent individuals from making up their own timetables and arriving at the resolution that you're excessively sluggish! It additionally keeps them from messing with you for refreshes, giving you the space you need to assemble something magnificent.

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8. Stop putting things into QA

“It’s done, it’s just in QA” — sound familiar? Developers (myself included) love this classic status update. Think about what it actually means...

It’s not “done” if it’s not out there serving customers in production. It’s also not “just” in QA , if you’re lucky enough to work with QA engineers, you have people viewing your product as if they are customers.

Essentially, the team should assure quality throughout feature development — QA isn’t a phase to tack on the end after a feature is “dev complete”.

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7. Work in progress

I’ve seen the mistake far too many times where teams think they’re productive because they’re working on 20 different things at once, and they’re all 90% complete. 20 different things at 90% completion is still nothing in production — it’s literally zero in business value.

Instead, stick to a small WIP limit. When it’s full, don’t pick anything else up until one of the in-progress items is complete. If you’re blocked with nothing to do, help a teammate. If nobody wants any help, do something else productive (even if it’s not work-related).

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4. Finding the MVP

Let’s get one thing out the way: MVP (Minimum Viable Product), despite popular belief, does not mean delivering something substandard. It’s quite the opposite — it means delivering the smallest possible amount of quality.

Delivering the MVP is very much like serving a delicious starter in a top restaurant — serving a mediocre version of the entire meal instead would be a terrible customer experience. Go for quality over quantity every time.

When separating an undertaking, keep the narratives little with the goal that you can convey something important rapidly.

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9. Embracing feedback

Good continuous deployment practices enable us to incrementally build directly into production. This process helps avoid the age-old “it worked on my machine” argument and generally makes the world a better place.

To see improvement and make transforms, you will wind up in that strange "stupendous uncovering" stage towards the finish of a venture, which is ensured to deliver two types of undesirable input:

  1. Obligatory
  2. Useful but too late

If you use feature toggles, you can think of them as construction hoarding around a building site.

Don’t be afraid of scope creep

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6. Reinventing the wheel

For instance… You could fabricate an intricate sending pipeline that mysteriously separates your code and conveys it as either serverless capacities or static documents from the edge.

Additionally, you could fabricate an explanatory, part-based, blazingly quick UI motor or simply use jQuery.

You get the message, however. Since you realize how to accomplish something doesn't mean you ought to. Allow others to do the hard work where conceivable and let loose yourself to zero in on the thing they're not doing — like making the best insight for your clients.

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1. The big picture

Your clients couldn't care less about how quick you are independently or collectively. It's absolutely highly contrasting — an element either exists underway, or it doesn't. Also, they're worried about the item experience in general — not simply the piece that you made.

Try not to mess with yourself into intuition you just need to stress over "your" part of an undertaking — while noticing quality or speed from an undeniable level, you're just pretty much as solid as your most vulnerable connection. We should begin from the start of the advancement interaction.

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Deliver the best work, that Impress your Clients

It’s tough to strike a balance between quality and turnaround time. There’s certainly no silver bullet, but if you adhere to certain principles, you’ll find little reason to compromise on either.

You can recognize this dropping by focusing on the inquiries individuals pose consistently. To an extreme "Any news?" or "Any report on this?" is normally a warning. It can rapidly develop into "This is taking excessively long" or the fairly hostile, "We can't be taking this long on such basic highlights" *shudder*. 

In this article, I'll share a few instances of things that work for me:-

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Developers — Don’t Fall for These Traps

We all know big-bang releases are risky because too much has the potential to go wrong. Well, big bang feedback is risky for the same reason. Embracing timely, incremental feedback will enable you to deliver a higher quality product on the first release. Do it — your customers will thank you.

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Martin Fowler

"Any fool can write code that a computer can understand. Good programmers write code that humans can understand."

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3. Putting the customer first

If you’ve had a fair amount of experience in the front-end space, then you’re used to people thinking that your part is the easy bit. I’m sure you’ve heard things like “Can you guys make this look pretty?” or one of my personal favorites — “Can’t you just HTML it?”

Do you realize what occurs on the off chance that you start with a data set and let that drive the front-end plan? You end up with a UI that resembles. So shouldn't something be said about a design outline? That should drive the front-end fabricate, correct? acknowledgment of the UX/UI vision.

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2. Finding the problem

When a feature request comes to the team, be vary of inadvertently accepting a solution while gathering requirements — this is an easy trap to fall into. Instead, you need to make sure you’re accurately capturing a problem.

The trick to making this happen is always to remember to ask “why?”.As a matter of fact, this is an insignificant model, however, the central issue here is that the Dev Team knows something about the item that the Marketing Team doesn't.

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RELATED IDEA

Slow work computers

A zippy piece of software makes work feel more efficient, and the core speed and responsiveness of a digital experience is the secret sauce to making any piece of software feel like it’s working for you. 

But whereas over the past decade, the consumer software on our phones and laptops runs more or less without hiccups, enterprise software can still be stuck in molasses.

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1. UX and UI are not alike

Using the term User Experience (UX) and User Interface (UI) interchangeably is a common mistake. However, it’s important to distinguish the two. It might be a surprise to some but UI is actually a part of UX.

Basically, User Experience design focuses on functionality, usability, simplicity and clarity of the product/service. In short, if users are able to solve a particular problem within the design and how easy/hard it is. User Interface, on the other hand, is about the visual experience of the product/service. It focuses on the look and feel of the product/service.

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This is the #1 thing to keep in mind when developing any product. But when the app is strictly about maximizing engagement — as games are — it’s absolutely critical. 

Before you set about building your app, develop a clear idea of who your target user is. It can be helpful to create personas about the types of people who will gravitate to your game. Additionally, you should perform market research into the wants, likes, and needs of your target audience, so you can build a product that responds to these interests and improve the user experience (UX).

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