Weeknote #75 (20260301-20260307)
8 mar 2026
meta
This was (for a variety of reasons) a fairly long, fairly frustrating week …and (for a variety of reasons) I can’t really talk about it.
8 mar 2026
This was (for a variety of reasons) a fairly long, fairly frustrating week …and (for a variety of reasons) I can’t really talk about it.
1 mar 2026
One of the aspects of the new manager role I’m in at work is taking a shift in the rota of folks responsible for managing the releases of our internal software product — this week was my second time on the merry-go-round. It went better than the first time, largely because I’ve spent a fair chunk of time developing my own custom checklist for the process — and I’m happy I spent the time, because it made it significantly less painful and anxiety-inducing.
22 feb 2026
Yet another, yet another week.
16 feb 2026
I’m building a little 11ty-based tool at work, to dynamically generate checklists to guide the release of a piece of software we build. I’m not going to say the release process is overly complicated or anything, but the current printed docs run to over 20 pages when printed out (lots of screenshots), and they’re generally at a level of “what” rather than “how” — there’s some room for improvement, let’s say.
15 feb 2026
I’m not sure if it’s because I’ve been closely following Agile is Anarchy, or some recent “how do we work” conversations at work, or what, but Monday morning this rant popped into my head, almost full blown, and what do I even have a blog for if not for posting rants about software development?
So, here’s the deal, just in case you’ve forgotten or were never told: pretty much every single way management tries to measure software team productivity is bullshit. You’re not measuring what you think you’re measuring, generally; what you are measuring is how good your dev team is at gaming your metrics. (Spoiler: they’re probably going to be extremely good, especially if they’re experienced.) I assume everybody has heard the “we paid bonuses for fixing bugs” story — or if you haven’t, you can probably extrapolate — but the key thing here is: almost every single thing you can measure, the devs can game.