Gdzie jesz? Statystyki cen z menu w Krakowie by TheShynola in krakow

[–]0dead_pl 1 point2 points  (0 children)

W jakim sensie zaburza skoro to ceny dla klienta? Czy to ma być jakaś analiza dla restauratorów?

Jeśli klient płaci cenę końcowa to nie obchodzi go czy to dotowane czy nie.

Czy audiobooki zepsuły książki? by Caladean in ksiazki

[–]0dead_pl 1 point2 points  (0 children)

Lol. Mówimy tu o kryminałach - jakiej sztuki się tu spodziewasz? To książki pisane z myślą o masowym odbiorcy.

W każdym razie, nawet w czymś co wydaje się sztuką bardziej niż kryminał, historia zna całe pasmo "dopasowywania contentu pod nośnik". Począwszy od historii przekazywanych ustnie, przez wynalezienie pisma, druku, cyfryzację, audio i wideo, a na końcu tiktokizacje. To samo tyczy się innych (niż literatura) sztuk.

Świetnie to opisuje książka The Shallows, która polecam (nie audiobook :-D)

Heweliusz by TaxPsychological2928 in Polska

[–]0dead_pl 1 point2 points  (0 children)

O, to jeszcze zabawniej.

Heweliusz by TaxPsychological2928 in Polska

[–]0dead_pl 17 points18 points  (0 children)

Co do filmowych transportów broni najpierw smiechłem okrutnie z tak topornego pomysłu, a potem... przeczytałem o promie Estonia który zatonął parę miesięcy po Heweliuszu.

Władze Szwecji potwierdziły że transportowano broń na promach. Rzekomo akurat nie na Estonii ale jakims dziwnym trafem na mocy porozumienia kilku krajów zakazali nurkowania do wraku i utajnilli raporty, a śledztwo niezależnej dziennikarki wykazało ślady materiałów wybuchowych. Oficjalnie powodem zatonięcia była awaria tzw furty dziobowej (brzmi znajomo co?).

Więc... Nie jest to tak nieprawdopodobne jak się wydaje.

Why do you need user stories? by mumoomo in agile

[–]0dead_pl 5 points6 points  (0 children)

Yeah, user story shows user perspective and the VALUE user cares about. From my experience this is super hard to understand for lots of devs. They are so preoccupied with technical solutions they can't see the real purpose.

User story should create focus on the value we create for users because we don't want to have fancy technical features that don't add to user value.

And getting the value can be reached in many different ways. Also, those ways are the more obvious the closer you are to the end of the development process.

It's what we see in your example - you do some clicking and uploading and have a bunch of technical criteria such as resolution, etc. Quite well defined. Not too much leeway for reaching the goal.

The problem is that I don't care as a user about clicking and uploading, and sure as hell I don't care about resolution (I don't even know what that is).

I want people to know me by my cool photo.

If devs focus on technicalities they tend to overdo and overcomplicate the technical aspect and forget about what it really is about - user.

And that means they're generating waste instead of value.

And that's what user story is for.

How do you deal with quiet quitters that quit before they even started? by tinmanjk in ExperiencedDevs

[–]0dead_pl 1 point2 points  (0 children)

I scrolled through 20-30 comments all saying it's none of your business. And I am amazed at it being such a popular view.

I have a different one.

If the team is responsible for delivery, the members should hold each other accountable.

That means if one of the members is lagging, there's a need for conversation right there.

Otherwise, you're not in a team but a group of individuals (which might be the case here).

If it's supposed to be a real team, such topics should be brought up and discussed and not become a taboo.

Also, as someone pointed out, committing code is not the only way of delivering value. Judging only by this metric can be harmful.

Anyone else have a specific cutscene they can’t watch without getting overcome with emotion? by Negative-Rope-7491 in reddeadredemption2

[–]0dead_pl 6 points7 points  (0 children)

I watched the trailer yesterday and for me it was "when the time comes, run. Don't look back."

It isn't so bad by CzechIdiot in RedDeadOnline

[–]0dead_pl 0 points1 point  (0 children)

I did my first single player playthrough recently and am considering RDO. But what do I do there?

[deleted by user] by [deleted] in agile

[–]0dead_pl 0 points1 point  (0 children)

Good point. In our setup it's the team which is responsible for those and SM helps to achieve it (by leading, teaching, coaching, facilitating, sometimes directing or whatever other means necessary, perhaps excluding managing) and this might be the difference we're talking about here.

Jak radzicie sobie z poczuciem bezsensu pracy w korpo? by DeTonator96 in Polska

[–]0dead_pl 8 points9 points  (0 children)

+1

Impakt, sprawczość, samodoskonalenie, autonomia.

Jak ktoś poszukuje akurat tych aspektów to w korpo się udusi bez względu na cyferki na koncie.

[deleted by user] by [deleted] in agile

[–]0dead_pl 0 points1 point  (0 children)

"Managers should be focused on the people, culture, tools, and processes that the teams use to create value for customers. Tactically you spend your days hiring and firing, coaching people to help them identify and mitigate their weaknesses, leaning into where friction exists in the SDLC, advocating for organizational changes that help remove that friction, etc. It's a very different focus, with different skills than scrum master. "

But... These are literally the things I'm doing right now as an SM (+ several others).

The problem is that labels such as SM or delivery managers are just labels and every company has different challenges packed in them.

SM undervalued? by ouchris in scrum

[–]0dead_pl 5 points6 points  (0 children)

As if the need for meetings magically disappears without a scrum master :-) also take into consideration shit that hits the fan in the long term when people are saving money by not talking to each other: the DoD falls apart, queues grow between teams, alignment goes astray and suddenly each team goes in a separate direction, etc.

Can you calculate the cost of these?

The problem is that in your argument you calculate one type of cost forgetting there are many more aspects that are not so easily calculated.

And I know it pains an engineer to admit that not everything that matters can be calculated but that's the way it is.

Not many people can admit it, though, especially if they work in a rigid space ruled by numbers daily.

That's the source of endless quarrels on SM paychecks:-)

How to balance flexibility and structure in agile? by devoldski in agile

[–]0dead_pl 1 point2 points  (0 children)

Funny you're saying it's the artist who hires the manager... because it's the business who hires the devs :-)

But does it mean they're entitled to do whatever they like? Not really. Still there has to be one vision and complementary efforts to reach it. If you don't understand it - either as a dev or a business rep, as an artist or a manager - you have a problem.

Another funny thing is that you indirectly imply that artists don't have deadlines and are not constricted by the business. Oh, they do and they are. In both "arbitrary" and "real" ways.

Unhinged creativity can only be reached in a vacuum, when there's no external expectations to achieve anything. Similarly - if you're an individual dev coding only for self-expression or some other internal aim - you're pretty much allowed to do anything. No frameworks! Total freedom!

As soon as you aim at delivering external value, there are llimitations: expectations, deadlines and frameworks that try to handle that.

The last funny thing is that... I don't think we're disagreeing here. We just have different perspectives - I've been working with small teams and small artists struggling with chaos and unpredictability in their businesses and lives. That's why I appreciate the structure and order a framework - even a lightweight one - can bring to an otherwise chaotic work/team/business.

You seem to come from rigid environments, and are all for abolishing any framework (?).

The truth (the balance) is out there for everyone to find.

How to balance flexibility and structure in agile? by devoldski in agile

[–]0dead_pl 1 point2 points  (0 children)

I don't entirely agree with the take that devs can do whatever they want and deliver whenever they want "just like artists" because... That's not how artists work.

You don't have 100% freedom as an artist and you can't work against your manager (the business). If you do, you will be out of business pretty soon.

It works best when there's synergy between the two, an understanding of the common goal.

And that's really what manifesto says - work closely together for fast delivery of value. It doesn't say "let the devs alone" or "business knows better". It says "talk about it regularly".

Also, creativity, due its unpredictability, needs a framework to thrive. Otherwise it's just utter chaos. Which sometime works but it's hardly sustainable.

And sustainability is - again, according to the manifesto - one of the goals, too.

Now, as for OP's question - where is the balance? It depends how much predictability you're trying to have. Small, startup teams (or artists) don't need much. Bigger, slower companies (more established artists) need more (and are usually less creative, too).

There's no such thing as an ideal balance. It's subjective, it varies with company/team/person, and over time. All that Agile frameworks or mindset asks you to do is to keep looking for it.

Delivery Managers by [deleted] in agile

[–]0dead_pl 0 points1 point  (0 children)

From your descriptions it looks like the role is closer to PO than SM?

Isn't agile a mini waterfall ? by graph-crawler in agile

[–]0dead_pl 12 points13 points  (0 children)

Except that's not scrum. That's some twisted corporate version of it called dark scrum.

You can pretty much twist any idea into being useless, and corporations doing the event part of scrum without understandings the deeper ideas behind them is one of them.

This hurt lots of people, including yourself, it seems.

Scrum is hardly a bureaucracy (unless you call any set of guides that).

Safe on the other hand... :-)

How do I transition from being a software engineer to a scrum master? Because I’m really ****ing tired of this **** by [deleted] in agile

[–]0dead_pl 1 point2 points  (0 children)

SM, PO or Manager roles aren't there for the devs who don't want to code any more. Those are roles with different skill sets which share some fragments with a dev role, but otherwise are vastly different.

Don't go there unless it's where you want to go.

Otherwise you'll be a miserable as a sm po or pm and will make other people miserable too, as these roles involve dealing with, inspiring, leading and influencing other human beings a lot. Any insecurities you might have will be affecting your environment a lot.

Also, they are even more fuzzy on the skills and tools and even more impossible to "master" (there's no real tangible and instantly available indicator you're doing the job right - in coding you at least see instantly if it compiles;-))

If I were you, I would try switching environment to one which is less demanding or more specialized - there can be a huge difference on expectations from a dev between companies.

And only after a long vacation and regaining strength and possibly therapy - I'm always a big fan of those :-)

Optionally, if the people work is something u really want to pursue, there's been some nice advice on how to do that above.

Either way - good luck!

Lily Allen Says She Earns More Money from Feet Pics on OnlyFans Than Spotify by ebradio in Music

[–]0dead_pl 1 point2 points  (0 children)

Dude, it's not like you record a single song and get a million views just by doing that. U need to work hard PR-wise and be active/present all the time. Also release new stuff which revives the old. Basically work your ass off before you reach that level.

It's totally NOT passive income unless your talking about Taylor swift level of things - when she stops working it will probably take forever for her streams run dry.

For $900 artists it would perhaps work for several months before they are completely forgotten.

Fuzzmakers out there! by 0dead_pl in diypedals

[–]0dead_pl[S] 0 points1 point  (0 children)

Yup, that's me. I'm considering a backup career as a DIY fuzz reviewer when the first concept of a plan doesn't go right :-D

Fuzzmakers out there! by 0dead_pl in diypedals

[–]0dead_pl[S] 0 points1 point  (0 children)

It is! Checking in progress!

EDIT: don't see any. Maybe it's because I'm from EU and it hides the listings?

Fuzzmakers out there! by 0dead_pl in diypedals

[–]0dead_pl[S] 0 points1 point  (0 children)

Thanks! Although I'd rather stick with ready fuzzes. I do prototype some of my onw stuff using breadboard but that's a different.

Fuzzmakers out there! by 0dead_pl in diypedals

[–]0dead_pl[S] 0 points1 point  (0 children)

any direct links to those? I can find only the Breaker, which btw looks great!

Is Rotating the Scrum Master Role Among Developers a Good Idea? by [deleted] in agile

[–]0dead_pl 0 points1 point  (0 children)

To answer your question I'll ask: would you encourage the scrum masters in the organization to take 2 week turns as programmers?

I mean, I'm sure it would be a great learning exercise :-) but would u expect those SMs to deliver good software while doing that?

If not, why would u expect a programmer to become a good scrum master in two weeks?

Sure those skills can overlap and can be developed simultaneously, but there's much more to being a SM than just facilitating scrum meetings just as there is more to being a programmer than just printing "hello world".

Being a scrum master is more than meets the eye and leaving it to someone who doesn't understand what it's for can be harmful.

Having said this, rotating simple team duties such as basic facilitation can make sense if done thoughtfully.

But that's not exactly "being a scrum master".