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    • Organizational Patterns of Agile Software Development
      • Book Outline
        • Preface
        • History and Introduction
          • An Overview of Patterns and Organizational Patterns
          • What Are Patterns?
          • What Are Pattern Languages?
          • Organizational Pattern Languages
          • How the Patterns Came to Us
          • Gathering Organizational Data
          • Creating Sequences
          • History and Related Work
          • Introspection and Analysis of Organizations
          • Shortcomings of State of the Art
          • Analyzing Roles and Relationships
          • How to Use this Book
          • Reading the Patterns
          • Applying the Patterns
          • Updating the Patterns
          • Who Should Use This Book?
          • Size the Organization
          • The CRC-Card Methodology
        • The Pattern Languages
        • Organizational Design Patterns
          • Project Management Pattern Language
          • Community of Trust
          • Size the Schedule
          • Get On With It
          • Named Stable Bases
          • Incremental Integration
          • Private World
          • Build Prototypes
          • Take No Small Slips
          • Completion Headroom
          • Work Split
          • Recommitment Meeting
          • Work Queue
          • Informal Labor Plan
          • Development Episode
          • Implied Requirements
          • Developer Controls Process
          • Work Flows Inward
          • Programming Episode
          • Someone Always Makes Progress
          • Team per Task
          • Sacrifice One Person
          • Day Care
          • Mercenary Analyst
          • Interrupts Unjam Blocking
          • Don't Interrupt an Interrupt'
          • Piecemeal Growth Pattern Language
          • Size the Organization
          • Phasing It In
          • Apprenticeship
          • Solo Virtuoso
          • Engage Customers
          • Surrogate Customer
          • Scenarios Define Problem
          • Firewalls
          • Gatekeeper
          • Self-Selecting Team
          • Unity of Purpose
          • Team Pride
          • Skunkworks
          • Patron Role
          • Diverse Groups
          • Public Character
          • Matron Role
          • Holistic Diversity
          • Legend Role
          • Wise Fool
          • Domain Expertise in Roles
          • Subsystem by Skill
          • Moderate Truck Number
          • Compensate Success
          • Failed Project Wake
          • Developing in Pairs
          • Developing in Pairs
          • Engage Quality Assurance
          • Application Design is Bounded by Test Design
          • Group Validation
        • Organization Construction Patterns
          • Organizational Style Pattern Language
          • Few Roles
          • Producer Roles
          • Producers in the Middle
          • Stable Roles
          • Divide and Conquer
          • Conway's Law
          • Organization Follows Location
          • Organization Follows Market
          • Face-to-Face Before Working Remotely
          • Form Follows Function
          • Shaping Circulation Realms
          • Distribute Work Evenly
          • Responsibilities Engage
          • Hallway Chatter
          • Decouple Stages
          • Hub Spoke and Rim
          • Move Responsibilities
          • Upside-Down Matrix Management
          • The Water Cooler
          • Three to Seven Helpers per Role
          • Coupling Decreases Latency
          • People and Code Pattern Language
          • Architect Controls Product
          • Architecture Team
          • Lock 'Em Up Together
          • Smoke Filled Room
          • Stand Up Meeting
          • Deploy Along the Grain
          • Architect Also Implements
          • Generics and Specifics
          • Standards Linking Locations
          • Code Ownership
          • Feature Assignment
          • Variation Behind Interface
          • Private Versioning
          • Loose Interfaces
          • Subclass Per Team
          • Hierarchy of Factories
          • Parser Builder
        • Foundations and History
          • Organizational Principles
          • Priming the Organization for Change
          • Dissonance Precedes Resolution
          • Team Burnout
          • Stability and Crisis Management
          • The Open-Closed Principle of Teams
          • Team Building
          • Building on the Solid Core
          • Piecemeal Growth
          • Some General Rules
          • Make Love Not War
          • Organizational Patterns are Inspiration Rather Than Prescription
          • It Depends on Your Role in Your Organization
          • It Depends on the Context of the Organization
          • Organizational Patterns are Used by Groups Rather Than Individuals
          • People are Less Predictable than Code
          • The Role of Management
          • Anthropological Foundations
          • Patterns in Anthropology
          • Beyond Process to Structure and Values
          • Roles and Communication
          • Social Network Analysis
          • Distilling the Patterns
          • CRC Cards and Roles
          • Social Network Theory Foundations
          • Scatterplots and Patterns
        • Case Studies
          • Borland QuattroPro for Windows
          • A Hyperproductive Telecommunications Development Team
      • Appendices
        • Summary Patlets
        • Organization Book Patlets
        • Bibliography
        • Photo Credits
      • Mysteriously Missing
      • Supporting Pages
        • Common Pattern Language
        • Organizational Patterns
        • Diversity of Membership
        • Parking Lot
        • IndentationHint
        • Starting Points
          • Project Index
        • OrganizationBookPatternTable
      • Stuff to do
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Scrum Pattern Group

Someone Always Makes Progress ★

Room enough for everyone to work...

...non-primary tasks are dominating the team's time, keeping it from moving forward with their primary goal. There are common complaints of distraction.

✥ ✥ ✥

It is important to keep a team moving forward and to avoid getting stuck on the obstacles. You need to pay attention to every task, including small diverting ones. But you also need to complete the primary task by an important date.

Therefore:

Whatever you try, ensure that someone on the team is making progress on the primary task.

✥ ✥ ✥

If you do not complete your primary task, nothing else will matter. Therefore, complete that at all costs.

You can employ one of a broad range of particular solutions and tactics depending on the exact forces to be resolved. The following specializations are example refinements of this pattern:

    • DevelopingInPairs - one person can always take the keyboard.

    • TeamPerTask - separate tasks into sympathetic sets.

    • SacrificeOnePerson - assign only one person to the distraction.

    • DayCare - separate the training task from that of producing software.

But, in any case, you will always be closer to your final goal — which is not always the case when dealing with distractions.

The psychological effect of this pattern should not be underestimated. If the project is hit with many distractions, it can be demoralizing to see work grind to a halt. However, any visible progress will help the entire team stay focused, and will encourage them to get through their particular crisis, so that they too can once again make progress.

Carried too far, this pattern might lead you into trouble for not adequately addressing the distractions. But too many distractions are usually a symptom of some other problem; see, for example, FireWalls.

Sample situations:

A. Scylla and Charybdis, Atalanta. In the ancient Greek story, Odysseus had to get his ship past Scylla and Charybdis. Scylla was a six-headed monster guaranteed to eat six crew members, but the rest would survive. Charydbis was a whirlpool guaranteed to destroy the entire ship. In this paradigm of the dilemma, Odysseus chose to sacrifice six people so that the rest would get past Scylla's cave.

In the Greek story of Atlanta, Atalanta was assured by the gods that she would remain the fastest runner as long as she remained a virgin. So she told her father, the king that she would only marry the man who could beat her in a foot race. The losers were to be killed for wasting her time. The successful young man was aided by a god, who gave him 3 golden apples. Each time Atalanta pulled ahead, he tossed an apple in front of her. While she paused to pick up the golden apple, he raced ahead, and eventually won.

You could interpret this story as containing the moral that Atalanta should not have stopped to pick up the apples - that would also illustrate the point of this pattern. I choose to view it more metaphorically, that Atalanta represents distractions trying to beat you to your project's deadline. The apples are members of your team, whom you will separate from the main team one at a time to ensure success.

See [BibRef-Csikszentmihalyi1990] and [BibRef-DeMarcoLister1976].

A version of this pattern first appeared in [BibRef-Cockburn1998].

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