In Dopey Don's case it's a hardware problem, but he still succinctly disproves the misconception that you can hurry any project by adding more people to it.
2/24/12
Corollary to the "Mythical Man-Month"
This "Dopey Don" comic is from a 1952 "Rocketman" comic. It made me think of Fred Brooks' book, The Mythical Man-Month
. Brooks' assertion is that "adding manpower to a late software project makes it later." I've seen many software projects where well-meaning managers attempt to speed it up by adding more people. Part of Brooks's thesis is that adding more people requires more overhead in the form of training and communications, but there's also the instability of a system under change, the baggage that each person brings to the project, and the hard reality that any complex system will have a certain number of errors.
In Dopey Don's case it's a hardware problem, but he still succinctly disproves the misconception that you can hurry any project by adding more people to it.
In Dopey Don's case it's a hardware problem, but he still succinctly disproves the misconception that you can hurry any project by adding more people to it.
2/1/12
My Lego Reference Page
This sets of links originally from this page at the First Lego League website, but I'm going to keep a copy here for your reference & mine.
Books
The Unofficial LEGO Builder's Guide
The LEGO Technic Idea Book: Wheeled Wonders
The Art of LEGO MINDSTORMS NXT-G Programming
Forbidden Lego: Build the Models Your Parents Warned You Against!
Lego Crazy Action Contraptions
The Having of Wonderful Ideas: And Other Essays on Teaching and Learning
Creative Projects with LEGO® Mindstorms¿
Ferrari, Mario, Ralph Hempel, ed., Giulio Ferrari. Building Robots with LEGO MINDSTORMS. Syngress Publishing, 2001.
Kelly, James Floyd. LEGO Mindstorms NXT-G Programming Guide. California: Apress, 2007.
Wang, Eric. Engineering with LEGO Bricks and ROBOLAB. 2nd ed. Knoxville: College House Enterprises, LLC, 2004.
Building
Programming
Curriculum
Books
The Unofficial LEGO Builder's Guide
The LEGO Technic Idea Book: Wheeled Wonders
The Art of LEGO MINDSTORMS NXT-G Programming
Forbidden Lego: Build the Models Your Parents Warned You Against!
Lego Crazy Action Contraptions
The Having of Wonderful Ideas: And Other Essays on Teaching and Learning
Creative Projects with LEGO® Mindstorms¿
Ferrari, Mario, Ralph Hempel, ed., Giulio Ferrari. Building Robots with LEGO MINDSTORMS. Syngress Publishing, 2001.
Kelly, James Floyd. LEGO Mindstorms NXT-G Programming Guide. California: Apress, 2007.
Wang, Eric. Engineering with LEGO Bricks and ROBOLAB. 2nd ed. Knoxville: College House Enterprises, LLC, 2004.
Building
- ldraw.org - LDraw™ is an open standard for LEGO CAD programs that allow the user to create virtual LEGO models and scenes. LDraw is and always will be offered free of charge.
- brickplayer.com - Private, independent website featuring LEGO sculptures, mosaics, news, reviews, and building tips & tricks.
- brickjournal.com - BrickJournal is a magazine that spotlights the many aspects of the LEGO Community. Events, people, and models are showcased in every issue, with a couple of surprises too! BrickJournal journalist Joe Meno is always found at the FLL World Festival.
- brickshelf.com - Cool LEGO building stuff.
- peeron.com - More cool LEGO stuff, including a list of parts numbers and names; color chart, sets, building instructions (often old item no longer available on www.LEGO.com)
- classic-castle.com - For LEGO castle aficionados
- bricklink.com - Premium venue for individuals and businesses from all around the world to buy and sell new, used and vintage LEGO® through fixed price and auction services
- brothers-brick.com - The Brothers Brick is a LEGO blog for adult fans of LEGO
- lugnet.com - International LEGO Users Group Network, a global community of LEGO enthusiasts. LUGNET unites LEGO fans worldwide through forums, web pages, and services.
- The Art of LEGO Design by Fred Martin- A slightly outdated, but still very useful guide to building with LEGO. This document covers building robots that don't fall apart!
Programming
- NXT Programming Tutorial
Downloadable, excellent introductory and advanced programming tutorials for NXT. Provides step-by-step guidance and explanations of the skills needed to create simple and more advanced NXT-G robot code. You may download and use the tutorials in a classroom or team setting, or distribute to the group to learn on their own.
NXT Programming Tutorial (IN SPANISH)
Programming Tips
Quick programming tips for any FLL coach, with answers to some commonly asked questions.
Team Practice Activity (Mini-Challenges)
Helping the team gain the programming skills they will need is a hard job for the coach. This document will guide you, the coach, through practice sessions with your FLL team. These exercises are designed to point the way to the skills the team will need to solve the Challenge. Your team can use these exercises before the season begins, or as you see a need during the season. You may choose sections to learn specific skills, or complete the entire training. Depending on the team’s learning curve, to complete all the exercises will take from five to ten hours.
FIRST Place Scooter Instructions
Instructions for the optional training robot to go with the above training activities.
FIRST Place Scooter Light Sensor Addition Instructions
Instructions for the light sensor addition to the above robot.
FIRST Place Scooter Touch Sensor Addition Instructions
Instructions for the touch sensor addition to the above robot.
FIRST Place Scooter Rotation Sensor Addition Instructions
Instructions for the rotation sensor addition to the above robot.
ROBOLAB Starter Sheet - Specific to ROBOLAB 2.5.4- NXTLOG, from LEGO.com
Share and archive your LEGO® MINDSTORMS® NXT projects, and get inspired to build with NXT from the MINDSTORMS Community
- GEAR-Tech-21
This free comprehensive curriculum includes six to nine activity modules introducing robot design, building and programming for the LEGO NXT to get your FIRST team started. For teams that want to expand their knowledge for the next year or explore additional topics, additional modules will keep your youth engaged in STEM year-round. Developed specifically for informal education programs by Nebraska 4-H, GEAR-Tech-21 is adaptable for camp, club, team, afterschool program and in-school program use. All activities are referenced to national science, technology, mathematics and life skills standards.
- Carnegie Mellon CurriculumThe most comprehensive FIRST LEGO League robotics and engineering curriculum we have seen. From the Robotics Academy of The National Robotics Engineering Center and Carnegie Mellon, there are two items available here. First, a free robotics curriculum,a project involving many teachers, university faculty, engineers, and others. The outline covers almost everything you could want, but as it is an incomplete version a few documents are missing here and there. Available in English or Spanish, this school robotics curriculum is in depth coverage of the concepts involved in building and programming a robot. Next, based on this original material, a completed curriculum is available for purchase on CD. Also from Carnegie Mellon - Introductory training materials for LEGO MINDSTORMS robot and TETRIX
The Art of LEGO Design by Fred Martin
A slightly outdated, but still very useful guide to building with LEGO. Most importantly for new teams, this document covers building robots that don't fall apart.- NASA Educational Robotics Matrix
This is a list of robotics and engineering educational materials, collected by NASA. Not all of the materials here apply to FIRST LEGO League. - Tufts Center for Engineering Educational Outreach Curriculum
This site is an encyclopedia of LEGO part names and uses, building and programming hints, and physics concepts. Also, about 40 classroom activities and curriculum ideas using LEGO elements and ROBOLAB to help teach subjects, from science and engineering to reading and art, are available for download. Another database of activities is below under LEGO Invent & Investigate Database. - Trifolioum Gears LessonA lesson plan about gear types and uses using LEGO gears to illustrate. Introduction to gears lesson.
- How Stuff WorksThis is a great site for explanations of how things work. It is not a curricula, and not specific to FIRST LEGO League, but has very good explanations of general engineering concepts. For example, How Gears Work, How Gear Ratios Work, and How Differentials Work.
Related articles
- LEGO Gollum Looks Suitably Slimy (eoghann.com)
- Minecraft Lego is a real thing for some reason. (toiletfodder.wordpress.com)
- Lego Mindstorm Robotic Competition with Gar (misternizz.wordpress.com)
1/19/12
Agile - Levels of Fluency
Last night I went to the monthly AgilePDX meeting where
James Shore talked about the levels of fluency in Agile. He began by saying that there’s been an
explosion in agile adoption, but there hasn’t been the same growth in the
“state of the art.” Shore said this is
disappointing because he wants every team who uses agile to be able to reach
the highest success.
Then he began to explain an idea of which he had recently
learned through Willem Larsen’s ideas of language fluency (see www.languagehunters.org). Language, in this case, means natural
language, not a programming language. Fluency in a language means that you
think in that language – it’s the language you use when you’re woken up at 2 am
in a surprising way.
According to Larsen, there are four well-established
levels of fluency:
1- Tarzan at the party (eg: “Me want drink. Food”)
2- Getting to the party (eg: “The party is at 8pm, on
West 3rd Street”
3- Discussing the party (eg: “What wonderful hors d’oeuvres!
I loved Caroline’s dress”)
4- Charley Rose (eg “Speaking of parties, what is the
trend this year in centerpieces?”
(those are my examples).
Each level of fluency is useful, although there are
greater nuances and capabilities as you reach higher levels.
Shore then suggested that there might be similar levels
of fluency in Agile development practices:
Level 0- We build code (but we’re not agile)
- Domain driven design
- Programming
- Database design
- Configuration management
- Testing
Level 1- We create value (on a daily basis)
- Iterations
- Stories
- Estimating
- Planning game
Level 2- We deliver value (as often as our market can
accept it)
- "Done done”
- Slack
- Risk driven architecture
- Velocity
- Continuous integration
- Risk management
- Test driven development
- Daily standup
- RABU charts
Level 3- We optimize our value
- Customer discovery
- Purpose
- Concept of “minimum marketable features”
- Last responsible moment
- Effect mapping
- One at a time
- Adaptive planning
Level 4- We optimize our organization (the work is done
where it’s needed, not necessarily your assigned tasks)
- Systems thinking
- Lean startup
- Value-stream mapping
- One-piece flow
- ???
Shore worked with Diana Larsen to create the levels,
grouping them according to how they’ve seen companies adopt agile development
practices. Shore says that in his experience as a consultant most teams he sees
are at level 1. Level 2 is what people
think of when they think “Agile,” and consultants are selling the idea of level
3 (although most teams are at level 1).
In order to move from one level to the next there are
certain changes which must occur. To move from level 0 to level 1 means
changing your mindset so the team focuses on stories and value, which can
sometimes be an eye-opening change.
Moving from L1 to L2 is another change, although slightly more nuanced:
the concept of continuous integration, and metrics that allow you to predict
development. Moving up to L3 requires a
paradigm shift at the management level of the organization, while L4 means
organizational change. Clearly an
organization can’t jump to L4 without each employee becoming fluent in all of
the earlier levels.
At this point in the talk we split into groups. Everyone in the meeting had indicated (a)
which level they thought their organization was at, (b) which level they’re
working toward, and (c) which level they ultimately hoped for. It was interesting that most people thought
they were at level 1, were working toward level 2, and ultimately hoped for
level 3. That meant that most people
didn’t aspire for a fully agile organization – just having a portion of the
organization agile was sufficient.
Each group was centered around the level of fluency they
hoped to achieve. In my group, level 2,
we talked about continuous integration, “done done,” and test driven
development. Originally I had thought
that my development team needed to work more on test driven development, but as
we talked, I realized that we’re already working on continuous integration
(although we don’t call it that), and that we should continue to work on that
until we’re fluent.
Shore then wrapped up the evening by asking us to reflect
on what we’d discussed, and to write down one thing to bring back to our organizations.
Although I want to explore test driven development (TDD), I’m committing to
working on improving our continuous integration until we become fluent in that
Agile practice.
Some thoughts about the presentation: It was nice to see
a road map of goals for achieving agile fluency. Often people talk about agile,
and I feel like I’m in a mist, where their concepts appear to be in one spot,
then suddenly swirl to another. Laying out the road map this way also provides a
common set of terms. RABU, for example, was a term I hadn't heard before.
On the other hand, I was reminded of a class I had in
1999 on customizing the Capability Maturity Model (CMM) for your organization.
Many people in the class seemed to think they could pick & choose the
aspects of the model as if moving through a supermarket, which is not the case.
In the long run both Shore’s Agile fluency model, and the CMM have the same
underlying restrictions: In order to achieve the highest levels, individuals and
leaders must commit to internalizing – becoming fluent – in the earlier levels
of the model. It’s not enough to say
“we’re working toward level three of the Agile fluency model,” unless you have
internalized levels zero, one and two for both the individuals and the
organization.
You can read more about Agile fluency levels here at Shore's website.
You can read more about Agile fluency levels here at Shore's website.
Related articles
- Agile Maturity Model - 3 Different Approaches (setandbma.wordpress.com)
- CMMi - Capability Model (seeingfuture.wordpress.com)
- My Top 10 problems with using Scrum (mxmossman.blogspot.com)
1/4/12
My Top 10 problems with using Scrum
10) The waterfall mindset. Management prefers the monolithic plan, regardless of how unwieldy it may be. Additionally, development teams who have done waterfall development will tend to slip back into it.
9) Ignoring the "definition of done." Either features that meet the definition stay sticky, where some team members want to further perfect the feature, or the feature is considered "done" without having really been completed.
8) Sprintus-interruptus. Although the team is working in a sprint, management interrupts the team with a high-priority external project.
7) When sizing stories, people start to think of features in absolute sizes rather than relative sizes. Each team is different, so sizing only makes sense to that particular team.
6) It takes a while to get a rhythm for a two-week sprint. Sometimes the team doesn't deliver value until halfway through the sprint, and by then it's almost too late.
5) Stories might be ill-defined. I've seen stories that omitted who wants it, why, and what's the value.
4) Teams forget to share the work. People prefer to work in their own area, ignoring what other people need or are working on.
3) Team members ignore aspects of Scrum -- such as sizing or prioritizing the backlog. Without a sized, prioritized backlog you aren't managing the process, the project manages you.
2) It's hard to know where and how to document requirements as they evolve
1) People fail to use face-to-face communication. This is the most efficient way to communicate nuanced information.
12/27/11
The Tao of Frampton
Cover of Peter FramptonAccording to Wikipedia, tao is a Chinese word meaning 'way,' or 'path.' It seems somehow appropriate to apply this to 70's wunderkind rocker Peter Frampton, who was never known for his lyrics, but really wanted you to show him the way. In this case, however, the way is how not to write a lyric. Here are some examples of promising starts, and then a right hook to the brain with a non sequitur.I can see the sunset in your eyes
Brown and grey and blue besides
Clouds are stalking islands in the sun
I wish I could buy one out of season
BABY, I LOVE YOUR WAY '74
You can't erase a dream you can only wake me up
My mind is turning slower,never to accept defeat
It don't matter where I live I still got a house to heat
LINES ON MY FACE '73
Well, I can see no reason
You living on your nerves
When someone drops a cup and I submerge
SHOW ME THE WAY '74
Related articles
- Frampton Comes Alive in Akron (wdok.radio.com)
12/15/11
iPretentious
Apple is so pretentious. This image is from the iTunes wizard to register your iPad. The categories all seem so artistic & fulfilling. I don't see "Quickie Mart attendant," "Truck Driver" or "Waitress."
11/15/11
Mail Order Mysteries
Recently I've extended my diet of podcasts beyond the two staples: "The New York Times Book Review", and "This American Life." I was looking for comic-book based podcasts, but so many of the so-called reviews are either blow-by-blow recaps of the latest issue of "The Ultimate Spider-man," or blatant fanboy gushing over the cool art, that I began to despair. Then I discovered boing-boing's "Gweek" podcast. It's an excuse for Mark Frauenfelder to discover interesting nooks and crannies of comics, pop music, movies and geek pop culture in general.
In "Mail Order Mysteries" Mark interviews Kirk Demarais, who has compiled a book of the ads found in comics in the '60s, '70s and '80s, paired with actual samples of the merchandise which he has tracked down over the years. As Demarais writes:
I'm alone in the car listening to the interview on the way home from work. So, I'm surprised to hear my own voice aloud in the car. "No freakin' way!"
I remember buying that ghost. I probably cut up a comic to get the coupon, and then probably put my own dollar into the envelope. I don't remember how long it took to arrive, but when you're in fifth grade anything longer than a week seems like forever. When it finally arrived I opened the package, which was suspiciously light even if it contained a ghost. It turns out the "ghost" was a white balloon, a white sheet of plastic indistinguishable from a disposable picnic tablecloth, and a small spool of fishing line. You were supposed to inflate the balloon, put it under the sheet of plastic, and use the fishing line as the remote control. I only remember trying it out on my door for about five minutes, and spending maybe five more trying to get my sisters to walk past the ghost and be scared. After that the balloon probably popped, and it was just so much trash.
So, here's this guy on the podcast talking about trying to buy a vintage 7 Foot Life-size Ghost. He found one on e-Bay, but other people were bidding it up. Demarais is an associate college professor, and it happened that the auction ended during one of his lectures. At the end of the auction he had to put the class on hold while he attempted to snipe the Ghost. Unfortunately he lost the auction, but fortunately the winning bidder allowed Demarais to take photos of it for the book. How much was the winning bid? Over $300!
"No freakin' way!" I said again. But, I knew it was obvious. The Ghost was such a piece of crap that any that were sold most likely ended up in the garbage before the next dawn. That's why crazy people end up spending over $300 on a piece of utter ephemera.
Meanwhile, the interview intrigued me enough that I could be convinced to drop the $20 for the book "Mail Order Mysteries" just because of the memories it might bring.
In "Mail Order Mysteries" Mark interviews Kirk Demarais, who has compiled a book of the ads found in comics in the '60s, '70s and '80s, paired with actual samples of the merchandise which he has tracked down over the years. As Demarais writes:
In the interview Frauenfelder asks Demarais what the rarest of these sorts of toys might be. As I heard the question I figured it would be something like the missile-firing tank, or the rocket-firing submarine. I figured it would be something large and expensive. My mind briefly jumped back to the episode of "Get A Life" where Chris Elliot finally gets his Neptune 2000 in the mail. Not so! It turns out the the rarest mail-order toy is the remote control 7 Foot Life-size Ghost.
"I turned to an overcrowded page of fascinating black-and-white drawings; I was captivated It was an ink-smudged window into an unfamiliar realm where gorilla masks peacefully lived among hovercrafts and ventriloquist dummies. A dozen pages later an outfit called the Fun Factory featured another full-page assortment of wonders, and elsewhere in the issue I found a hundred toy soldiers for a buck, an offer for a free million dollar bank note, and an ad for something called Grit."
I'm alone in the car listening to the interview on the way home from work. So, I'm surprised to hear my own voice aloud in the car. "No freakin' way!"
I remember buying that ghost. I probably cut up a comic to get the coupon, and then probably put my own dollar into the envelope. I don't remember how long it took to arrive, but when you're in fifth grade anything longer than a week seems like forever. When it finally arrived I opened the package, which was suspiciously light even if it contained a ghost. It turns out the "ghost" was a white balloon, a white sheet of plastic indistinguishable from a disposable picnic tablecloth, and a small spool of fishing line. You were supposed to inflate the balloon, put it under the sheet of plastic, and use the fishing line as the remote control. I only remember trying it out on my door for about five minutes, and spending maybe five more trying to get my sisters to walk past the ghost and be scared. After that the balloon probably popped, and it was just so much trash.
So, here's this guy on the podcast talking about trying to buy a vintage 7 Foot Life-size Ghost. He found one on e-Bay, but other people were bidding it up. Demarais is an associate college professor, and it happened that the auction ended during one of his lectures. At the end of the auction he had to put the class on hold while he attempted to snipe the Ghost. Unfortunately he lost the auction, but fortunately the winning bidder allowed Demarais to take photos of it for the book. How much was the winning bid? Over $300!
"No freakin' way!" I said again. But, I knew it was obvious. The Ghost was such a piece of crap that any that were sold most likely ended up in the garbage before the next dawn. That's why crazy people end up spending over $300 on a piece of utter ephemera.
Meanwhile, the interview intrigued me enough that I could be convinced to drop the $20 for the book "Mail Order Mysteries" just because of the memories it might bring.
Related articles
- Gweek 020: The Great Al Jaffee (gocomics.typepad.com)
- Gweek Podcast 014 (gocomics.typepad.com)
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