Software engineering practices have matured tremendously in recent years, but too often they are applied thoughtlessly and without a true understanding of why or when they might be applicable. Frequently, engineers will debate the "best" or "correct" way to do things without wider reference to the problem at hand. In this talk I will show how a pragmatic approach to quality is required if we are to truly make digital products that matter.
2. “We launch valuable products,
services and companies that make a
measurable difference to the world.
4
Studios
200
People
22
Nationalities
3. Whether our iconic game Monument Valley or
innovative technical platform Wayfindr, for 10 years
we’ve create products with passion from conception
to launch and beyond.
AWARD-WINNING
OWN PRODUCTS
AND GAMES
APPLE
DESIGN AWARD
WINNER 2015
BAFTA
BEST BRITISH
WINNER 2015
APPLE GAME
OF THE YEAR
WINNER 2015
4. MONUMENT
VALLEY
10,000,000
DOWNLOADS
The ustwo games team conceived and built Monument
Valley in 10 months with continuous user testing with
gamers and non-gamers to achieve a magical and
intuitive puzzle game experience with mass appeal.
MULTI-AWARD
WINNING
2014
$8,000,000
REVENUE
5. INNOVATIVE
CLIENT WORK
We partner with smart clients to launch new
products, services and companies that are of
strategic importance and reliant on innovation.
25. DO IT “RIGHT”
I am a huge proponent of writing quality code, a view that is shared by many of my
colleagues. Unfortunately, I do encounter those who do not share my enthusiasm.
Their view is often one of “Get It Done,” whereas I take the position of “Get It Done
Right.” - Chris Eargle
5. Your Code Sucks
4. Debts Accrue Interest
3. Repetition Is Dangerous
2. Spaghetti Is Good to Eat, Bad to Read
1. Littering Is Rude
None of these issues
directly concern the
user of the software
26. IF YOU LEAVE HERE WITH
ONLY ONE MESSAGE, IT
SHOULD BE THIS...
70. OFTEN THIS MEANS CHOOSING
BETWEEN A USER FEATURE AND
A TECHNICAL BET
71. WE KNOW THE USERS WANT THIS
FEATURE NOW. IS YOUR BET
GOING TO PAY OFF BIG ENOUGH?
72. START BY NOT BETTING ON
MAKING SUFFICIENTLY EASY
THINGS EASIER
73. EVERYTHING EXTERNAL TO THE
PRODUCT - LIKE DOCUMENTATION-
SHOULD BE ELIMINATED UNTIL
THERE IS EVIDENCE IT'S NEEDED
74. “The critical question for any
practice is: does it help us
get better (or more, or
faster) feedback on whether
the software is useful?
- Sarah Mei
75. IT TAKES REAL DISCIPLINE AND
THOUGHT TO MAKE THE RIGHT
TRADEOFFS FOR A PRODUCT
76. A PRODUCT IS LIKE A GREAT CITY:
NEVER FINISHED, CONSTANTLY
CHANGING, ALWAYS ADAPTING
TO USE
77. ASK YOURSELF AND YOUR
TEAM: ARE WE OVER
PRIORITISING THE FUTURE?
78. KEEP THINGS SIMPLE, MOVE
AS QUICKLY AS YOU CAN,
DON’T BE AFRAID TO GO
OVER THINGS AGAIN