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| author | alex <alex@pdp7.net> | 2026-02-21 13:32:08 +0100 |
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| committer | alex <alex@pdp7.net> | 2026-02-21 13:33:53 +0100 |
| commit | e88606ec1901b94634747537c829333ba7002f5e (patch) | |
| tree | 5d2620ccd6873c0521e03b7baa1bba856fbc1bb9 /blog/content/notes | |
| parent | 8eae17f7d4ea00ddeee36fa24278915984d77d83 (diff) | |
Move cliff's notes to blog website
Diffstat (limited to 'blog/content/notes')
| -rw-r--r-- | blog/content/notes/cliffs/governable-spaces.gmi | 115 | ||||
| -rw-r--r-- | blog/content/notes/cliffs/mythical-man-month.gmi | 19 | ||||
| -rw-r--r-- | blog/content/notes/cliffs/peopleware.gmi | 272 | ||||
| -rw-r--r-- | blog/content/notes/index.gmi | 9 |
4 files changed, 415 insertions, 0 deletions
diff --git a/blog/content/notes/cliffs/governable-spaces.gmi b/blog/content/notes/cliffs/governable-spaces.gmi new file mode 100644 index 00000000..39941093 --- /dev/null +++ b/blog/content/notes/cliffs/governable-spaces.gmi @@ -0,0 +1,115 @@ +# Governable spaces + +=> https://luminosoa.org/site/books/m/10.1525/luminos.181/ + +## Introduction: democracy in the wild + +* Online communities are different to in-person communities. +* Online politics in the small reflect in the large. +* Online communities must explicitly be democratic, self-governance instead of top-down authority => governable spaces. +* Democratic erosion in the world is influenced by online communities. +* Users of online communities perceive arbitrary rule enforcement, unaccountability. +* Online movements have not resulted in lasting gains. +* The design of online spaces has atrophied everyday democracy skills. +* Garden club from 1960 with eight pages of bylaws => more successful than most only communities that will not live as long. +* Fervent US enthusiasm for forming associations observed by Alexis de Tocqueville in 19th century US. +* Tocqueville: democracy requires education, democracy in education requires political engagement. +* Tocqueville: associations can serve the social order. +* Will bad players behave better if they care about mini-democracies? +* Online spaces are different, more churn, faster, distributed, diverse. +* Participating in online spaces correlate to political participation. +* Author unclear about his disagreement with Tocqueville's conclusions, author is more optimistic. +* Democratic self-governance is harder in online spaces, but possible. +* Design to achieve self-governance, refuse corporate control. +* Technical solutions are not sufficient. +* People do not believe their governments are democratic. +* People are more willing to change due to technological progress. +* Governments use technology as an "unavoidable excuse", but it doesn't have to be this way. +* Introduction of citizen voice happens even authoritarian governments (!) +* Crypto ledger structures have new power structures, even though it's often antidemocratic, but presents an opportunity. +* For many, democracy is something that was created for them before they were born, or something they won't have in their lifetime. +* Online communities are closer to most than their democracy. +* Designing online communities offers chance to learn how to shape the larger government. +* No single design can work for all scenarios. +* Design should be based on accountability. +* Democracy on a small scale gives hope that it's possible on a bigger scale. +* From server control to community control. +* Implicit feudalism: power derives from founders and admins. +* "Governable stacks", "modular politics" to learn from. +* Widespread participation => burdensome, elitist, uninformed governance? Overwhelming to participants. +* Sometimes governable spaces should be highly participative, in others, use representation. +* Governance designs sensitive to economy of attention. + +## Implicit feudalism. The origins of counter-democratic design + +* A popular group that called for accountability had a flagship organization with a single board member. +* Facebook claimed having "the hacker way": open, meritocratic, but Mark Zuckerberg has majority control. +* Founders solidify. +* Early social platforms had technical conditions that grant administrators complete control. +* Use of "feudalism" is not historically precise. +* "Implicit" because it is not explicit. +* Sometimes platforms do not even allow transfer of power. +* Democracy can arise in feudal technologies due to pressure, this democracy can be similar to primitive democracy. +* But democracy in technology tends to go against the design, the most natural outcome is nondemocratic. +* Implicit feudalism is not a feature, it is merely seen as a non-intentional lack of features. +* First step: perceive lack of democratic features. +* "Exit" vs. "voice"; can only leave, vs. can change things. +* Exit can have costs => captivity. +* Refine voice into "Effective voice" vs. "affective voice" => venting vs. being able to make changes. +* BBS: runs in the sysop house, sysop has absolute power, but also most responsibility and maintenance burden. +* Users being able to leave makes some accountability. +* Limitations of real world (sysop responsibility) lead to implicit feudalism. +* Usenet was bigger scale than BBS, but ultimately "the big 8" ruled (and they named their successors). But Usenet hosted more popular communities than BBSs. +* Usenet hierarchy is decided by the big 8. +* Mailing lists follow similar patterns, administrators have all the power. +* In IRC, iconic channel/network names are a big factor in popularity over performance. +* IRC pioneered bots to execute authority. +* BBS, Usenet, mailing lists, IRC's structure follow that of UNIX, with root, etc. +* Linux and Wikipedia are very productive. +* Linux has BDFL (feudalism). +* Git seems to break feudalism with its distributed nature, but Linux uses a mailing list and the BDFL to control. +* GitHub promotes forks, and user voice in issues, but each project has owners and collaborators. +* Git/GitHub make "exit" easier, but not effective voice. +* Linux added a code of conduct, GitHub encourages project to have one. +* Debian Project Leader is elected, technical barriers of entry. +* Debian/Apache are outliers, non-profits. (Linux is a non-profit too.) +* Wikipedia also has self-governance, but also has BDFL. +* Wikipedia uses MediaWiki for governance (dogfooding). +* But most MediaWiki sites do not have self-governance. +* After Wikipedia's BDFL overreaches, BDFL has diminished power. +* Although software designs can have power vacuums, in the absence of technical software vacuums, "tyrany of structurelessness" often arises. +* Anyone could participate, but not everyone has the time, knowledge, and incentives. +* Big corporate platforms could not have the technical limitations of smaller earlier platforms. +* US Communications Decency Act protects platforms from liability from user behavior. +* Companies could control the platform, but let communities self-govern. +* Facebook/Reddit are different (real names vs. pseudonyms) and in theory provide more control to users. +* Management of communities requires a lot of effort. +* AOL tried to reduce cost of access to voluntary moderators, but moderators realized they made benefits for AOL without sufficient compensation. +* To offload moderation to volunteers in a cost-effective manner, they are paid with unchecked power. +* Author thinks Slashdot moderation worked well and satisfied users, but failed in producing benefit from provocation/engagement. +* Facebook/Reddit grant "affective voice" through karma, etc.; but not "effective voice". Exit is the most effective voice. +* Facebook/Reddit provide moderation tools and gamify moderation (reports on groups performance to incentivize admins to maximize usage). This amplifies implicit feudalism. +* Mark Zuckerberg has power over the Facebook group admins, and engages in democracy theater (2009 referendum on changes to terms of service, required 30% of participation, only 29% achieved, declared "advisory", did what they wanted). +* 2015 "Reddit revolt", blackouts by making subreddits private. Reddit tightened their rules. +* Conway law => structure of software reflects the structure of the organization. +* Facebook/Reddit => the structure of the software shapes the structure of the organization. +* Facebook tried to go to individuals over communities, mirroring WeChat/TikTok which have no social graphs, only driven by personal habits. +* Because TikTok etc. do not have communities, there is less politics, but everything is still controlled by the company. +* Implicit feudalism => control over communities, founder authority, named succession, opaque policies/decisions, supression of user voice, user exit only effective means, only platform owners resolve disputes. +* Implicit feudalism made some sense with limited resources, but not so much with unlimited resources from large corporations. +* Implicit feudalism is part of the business model. +* In contrast, authocratic governments have more democratic "performances" because it resembles legitimate authority. +* But no major online community offers possibilities of even democratic "performances". +* Implicit feudalism is not so effective; most Reddits are small, Miecraft servers median lifetime is eight weeks. +* Exit leads to variety, choice, innovation, but effective voice leads to comitment and stability. +* Example of BDFL becoming inactive led to subgroups becoming more resilient. +* Debian does not exist in isolation; sits between Linux and Ubuntu (both with BDFLs). +* Ubuntu benefits from Debian. +* Debian/Wikipedia combine elections with meritocratic barriers. +* Self-governance seems to emerge more in nonprofits or cooperatives, mirroring ownership structures and technical infrastructures. +* Usenet has some shared governance and autonomy in newsgroups. +* Combination of different power structures helps self-governance; electoral processes + meritocratic barriers for popular but capable leaders. +* Multiple governance mechanisms helps prevent one entity from becoming too powerful, but also allows differently-skilled users from having voice. +* Python had PEPs, when BDFL retired they had some prior art in choosing their new governance, with elections. +* Disassociation/cancellation => no appeals, how long does it last? Affective, not effective voice. These things come because there is no process to challenge those in power. +* communityrule.info => online design of community rules and publication/forking. Try to make it easier to create self-governance. diff --git a/blog/content/notes/cliffs/mythical-man-month.gmi b/blog/content/notes/cliffs/mythical-man-month.gmi new file mode 100644 index 00000000..81080c62 --- /dev/null +++ b/blog/content/notes/cliffs/mythical-man-month.gmi @@ -0,0 +1,19 @@ +# The mythical man-month + +## Chapter 1: the tar pit + +"Program": complete in itself, ready to be run by the author on the system on which it was developed. What we initially develop and delivers some value is normally a program. + +"Programming product": can be run by anybody, in any operating environment, for many sets of data. + +* A programming product is thoroughly tested. +* A programming product is thoroughly documented. +* A programming product costs three times the cost of the program. + +"Component in a programming system": works as a part of a larger product. + +* A component in a programming system follows a well-defined interface. +* A component in a programming system is tested in integration. +* A component in a programming system costs three times the cost of a program. + +"A programming systems product" is a programming product and a component in a programming system. A programming systems product costs nine times the cost of a program. diff --git a/blog/content/notes/cliffs/peopleware.gmi b/blog/content/notes/cliffs/peopleware.gmi new file mode 100644 index 00000000..d7dee8de --- /dev/null +++ b/blog/content/notes/cliffs/peopleware.gmi @@ -0,0 +1,272 @@ +# Peopleware + +## I. Managing the human resource + +People are different from software. + +### 1. Somewhere today, a project is failing + +* 15% of all projects deliver nothing. +* 25% for projects >25 work/years +* Not for technical reasons, "politics" => sociology + +### 2. Make a cheeseburger, sell a cheeseburger + +* Errors should be encouraged +* A project objective is to be ended. Therefore, a project is never steady. Therefore, a project is always changing and there is no steady state +* Need to think more about "why" this task needs to be done rather than how the task must be done + +### 3. Vienna waits for you + +* Spanish Theory Management: increase productivity by extracting more work for the $ +* Mechanizing development, lowering quality, standardizing procedure reduces enjoyment of work + +### 4. Quality-if time permits + +* Self-esteem makes people emotional +* Self-esteem is tied to the quality of our work +* Deadlines conflict with quality +* Manager: Market wants time-to-market over quality +* Builders: want to match their past best achieved quality, more than what the market wants +* But quality is a means to productivity + +### 5. Parkinson's law revisited + +* "Work expands to fill the time allocated for it" +* Parkinson was a humorist +* Motivated people do not want to work forever in the same task +* The team can motivate people better than the manager +* Productivity by task estimator. No estimate > Systems analyst (unbiased expert) > Programmer > Programmer + supervisor > Supervisor +* Bureaucratic work does expand + +### 6. Laetrile + +People are desperate to increase productivity, fall to the seven sirens, seven false hopes of software management + +* Missed something obvious: no +* Others are succeeding, you are getting outdated, not using the right programming language, need more automation: technical gains affect just a small part of the total effort +* Need to get to the bottom of the backlog: bottom of the backlog is worthless +* Workers need more pressure + +## II. The office environment + +It's hard to increase productivity, but easy to decrease it + +### 7. The Furniture Police + +Optimizing for cost, and uniformity is not productive + +### 8. You never get anything done around here between 9 and 5 + +Top performers work in quieter, more private, with less interruption, bigger spaces + +### 9. Saving money on space + +Cost of workplace is a small past of cost of worker + +### Intermezzo. Productivity measurement and unidentified flying objects + +* Gilb's Law: Anything you need to quantify can be measured in some way that is superior to not measuring it at all +* Individual productivity should only be measured by the invidivual + +### 10. Brain time versus body time + +Interruptions are expensive + +### 11. The telephone + +Ensure people attend their email with reasonable frequency (3/day) to allow prioritizing non-interrupting communication + +### 12. Bring back the door + +People work better in quiet environments + +### 13. Taking umbrella steps + +* Developers should design the working environment +* Windows +* Provide outdoor space, public space + +## III. The right people + +Get the right people, make them happy, let them work + +### 14. The Hornblower factor + +* Difficult to improve people, choose well +* Appearances << capabilities +* Do not hire for uniformity in the company +* No dress codes + +### 15. Hiring a juggler + +* Interviews are about performing, not talking +* Portfolios +* Aptitude tests are not for hiring, they are for self-assessment +* Audition on topic related to work selected by the candidate + +### 16. Happy to be here + +* Turnover is expensive and leads to short term planning => needs quick promotions, leads to inexperienced people doing the building +* Company moves are the worst +* Good companies *retrain* + +### 17. The self-healing system + +* Humans can improvise, automated process cannot +* Big M Methodologies automate: a) No improvisation, so must grow to cover all cases b) Lots of documents +* Big M Methodologies take responsibilities away from people into the Methodology +* Big M Methodologies lead to malicious compliance- follow the Methodology even if it has bad outcomes +* Convergence of methods is good, easier to onboard, etc. +* Achieve convergence of methods by training, tooling and peer review, without forcing a Methodology +* Hawthorne Effect: people perform better when trying new approaches +* Do new things on every project to benefit from the Hawthorne Effect +* But have a 10-page max. standard + +## IV. Growing productive teams + +Teams working as one on a challenge are the objective. Help the team form + +### 18. The whole is greater than the sum of the parts + +* Jell: a jelled team is more than the sum of its members. Jelled teams enjoy the work +* Jelled teams have a common objective, low turnover, strong sense of identity, feel elite, join ownership of product, enjoyment + +### 19. The black team + +* The black team tested other teams code. +* The black team outlived the original members +* Identity: dressed in black, some evil mustaches, mystique + +### 20. Teamicide + +You can't make a team jell, but you can prevent it from jellying: + +* Defensive management: preventing people from making mistakes. If the team cannot do the job, they cannot do the job. +* Bureaucracy +* Physical separation +* Fragmentation of people's time: the team must be together most of the time +* Quality reduction of the product: quality jells a team +* Phony deadlines +* Clique control (preventing the team for working together in further projects) + +### 21. A spaghetti dinner + +* Small successes lead to bigger successes +* Perform small projects, demos, etc. + +### 22. Open kimono + +* Trust the team +* Get them out of the office +* Let skunkworks projects happen +* Let people choose their peers and project +* Natural authority by being competent + +### 23. Chemistry for team formation + +Some organizations have environments that favor team formation + +Managers do not seem busy nor manage a lot, they maintain the chemistry + +Chemistry building: + +* Cult of quality +* I told her I loved her when I married her. Provide closure to each task. Small tasks for frequent closure +* The Elite Team. Allow and grant uniqueness. +* On not breaking up the yankees. +* A network model of team behavior. Managers are not part of the team. Occasional leaders inside the team +* Selections from a Chinese menu. Do not have a uniform team + +## V. It's supposed to be fun to work here + +### 24. Chaos and order + +Constructive reintroduction of small amounts of disorder: + +* Pilot projects. All projects as pilots, but limit experimentation +* War games +* Brainstorming +* Provocative training experiences +* Training, trips, conferences, celebrations, and retreats. + +### 25. Free electrons + +Some people should be left to work at what they want + +### 26. Holgar Dansk + +A "sleeping giant" can oppose any bad change + +## VI. Son of Peopleware + +### 27. Teamicide revisited + +* Those damn posters. Motivational posters tell obvious things people already know. It is demeaning +* Overtime: An unanticipated side effect. If someone is exent of overtime, it is even more damaging + +### 28. Competition + +Internal competition inhibits jell, Prevents internal coaching. Can come from: + +* Annual salary or merit reviews +* Management by objectives +* Praise of certain workers for extraordinary accomplishment +* Awards, prizes, bonuses tied to performance +* Performance measurement in almost any form + +Musical ensembles are better metaphors of good development teams than sport teams. Individual sport teams members can have differing valoration from the rest of the team + +### 29. Process improvement programs + +* Standardized interfaces are good, standardized processes are not +* Goal is a good product, not building it efficiently +* Good products are risky projects, process improvement avoids risky projects +* Better teams do more complex projects, more risk + +### 30. Making change possible + +People fear change + +Degrees of fear to change: + +* Blindly loyal (ask no questions) +* Believers but questioners: skeptics (show me), passive observers (what's in it for me?), opposed (fear of change), opposed (fear of loss of power), militantly opposed (will undermine and destroy) + +Blindly loyal can abandon a change for a newer one. Only Believers but questioners can be allies to a change. Work with them to make change successful + + +elebrate the old system + +Phases of change + +* Introduce foreign element/catalyst +* Chaos +* Transforming idea (finding the "correct training"/correct way to adopt change) +* Practice & Integration +* New status quo + +People need to feel safe for change, there should be room for some failure + +### 31. Human capital + +* Money spent of people is only lost if they leave +* Replacing someone is expensive + +### 32. Organizational learning + +* Organizations can only learn if people stay for a long time +* Organizations learn when middle management works together without competition and without reporting to upper management + +### 33. The ultimate management sin is... + +Wasting people's time: + +* Being late for meetings, blocking meetings, inviting people who don't need to be there +* Status reporting meetings +* Early overstaffing (and leads to fragmenting time of people) + +### 34. The making of community + +* Aristotelian politics is building communities, extending ethics to a group +* Creatin diff --git a/blog/content/notes/index.gmi b/blog/content/notes/index.gmi new file mode 100644 index 00000000..ba7d6ab2 --- /dev/null +++ b/blog/content/notes/index.gmi @@ -0,0 +1,9 @@ +# Notes + +## Cliff's notes + +Notes about some books I like: + +=> cliffs/mythical-man-month The Mythical Man-Month +=> cliffs/governable-spaces Governable Spaces +=> cliffs/peopleware Peopleware |
