Planning for Unpredictable Costs During Your Project’s Grow Phase

Most custom software projects have three major phases in their lifecycle. First, there’s the Build phase. This is the initial period of time when a platform is being designed and developed, which culminates with an initial launch (typically a Minimum-Viable-Product first launch or beta release).

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Choosing the Right Release Cadence for Your Project

On software projects, choosing a release schedule that works for both your team and your client is essential to long-term project health. Release too often, and you risk coming off as frantic and harried to your customers, your clients, or both. Release too seldom, and you risk appearing stodgy, inflexible, and unresponsive. Read more on Choosing the Right Release Cadence for Your Project…

Get Better Software Estimates by Combining Different Perspectives

By Diliff (Own work) CC BY-SA 4.0, via Wikimedia Commons

Estimating a custom software project is a difficult necessity that usually occurs before the project kickoff (what we like to call the “point of maximum ignorance”). And getting estimates right can have a significant impact on the overall success of a product. Read more on Get Better Software Estimates by Combining Different Perspectives…

Six Ways to Tame Your IoT Project

IoT projects can be complicated. Compared to a mobile or web application, connected physical products frequently involve a wider breadth of software, hardware, and people. The complexity of building an IoT product can quickly become overwhelming if not properly managed. Here are a few things that can help tame the chaos of an IoT project. Read more on Six Ways to Tame Your IoT Project…

Atomic’s Curriculum for Teaching Young Developers about Design

Created for recent Computer Science grads, Atomic’s Accelerator program is designed to supplement their development training and get them up-to-speed fast on higher-level consulting practices and skills. Participants in Atomic’s Accelerator Program make a commitment to study on top of their 40-hour work week, and they receive significant coaching and training in project management, team leadership, and handling customer relationships.

In recent weeks, I’ve had the fun and energizing opportunity to lead the design-focused portion of our Accelerator curriculum. Members of Cell Zero have been doing three to four hours of reading homework on design topics each week, complemented by two-hour discussions in which we unpack and distill our learnings.
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The Many Uses of Pairing: Replacing Post-Work Review with Collaboration

One big thing that Extreme Programming got right is pair programming. Rather than waiting until work is complete to review code with another developer, the authors of XP figured that if having two pairs of eyes on code was important, why not do it continuously? Read more on The Many Uses of Pairing: Replacing Post-Work Review with Collaboration…

How Rotating Your Team Members Improves Your Product and Developers

In life, change is inevitable. This is particularly true in the realm of software, for both technology and personnel. People may leave your team for a different team, or for a different company altogether, or new team members may be hired onto the team and need to learn the ropes. Read more on How Rotating Your Team Members Improves Your Product and Developers…