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Moneyball for Software Teams?

         Presented by Jonathan Alexander
           VP Engineering at Vocalocity
           Author of Codermetrics (O‟Reilly 2011)
The Popularity of Moneyball
   Advanced stats used to analyze baseball players and teams
   Bill James, the father of sabermetrics, author and consultant
   Michael Lewis, author of Moneyball published 2003
   Moneyball starring Brad Pitt being released Sept. 23rd, 2011
   O‟Reilly Strata Summit: The Business of Data (NYC Sept. 20-21) has Paul
    DePodesta, VP NY Mets as a featured speaker about Moneyball
Metrics Have Changed the Game(s)
      Scouting
      Drafting
      Trades
      Coaching
      Player Development
      Salary Arbitration
Principles of Moneyball:
Identify Undervalued Assets

 Analyze the skills correlated with winning
 Discover important skills that market undervalues
 Leverage knowledge to build winning teams




        © Brandon Vincent | Dreamstime.com
Principles of Moneyball:
Challenge Assumptions

 Gather situational statistics
 Objectively check assumptions against facts
 Adjust strategy based on analysis and results




                                  © Eric Broder Van Dyke | Dreamstime.com
© Richard Kane | Dreamstime.com
Principles of Moneyball:
 Study and Learn from Outliers
  anomaly (noun): an incongruity or inconsistency, a
   deviation from the norm
  outlier (noun): a person or thing that lies outside, a point
   widely separated from the main cluster




                 Games   At Bats   Hits    Doubles   Triples   HRs   RBI     Avg.   OPS    All Stars
Piazza „92-‟07   1,912   6,911     2,127   344       8         427   1,335   .308   .922   12

Pudge ‟91-‟10    2,499   9,468     2,817   565       51        309   1,313   .298   .800   14
Techniques Used For Moneyball

 Leverage basic performance statistics
     Hits, Runs Batted In (RBI), Runs Allowed (ERA)
 Add “situational” statistics gathered by “spotters”
     Errors, out-of-zone fielding, pressure situations
 Develop “advanced” statistics through combinations
  and formulas
     OPS (on-base plus slugging) , FIP (fielding independent pitching) ,
      BABIP (batting average on balls in play) , WAR (wins above replacement)
 Analyze statistics to find best predictors of individual
  and team success
Moneyball for Software Teams?

 Implement new techniques to gather metrics on a
  wide variety of contributions
 Find ways to measure “wins” and “losses”
 Analyze how individual contributions and team
  “chemistry” correlate to wins and losses
     Examine Assumptions
     Discover Patterns
 Use metrics to create focus and help identify
  opportunities to change, adjust, improve
The Magic Triangle Challenge

 Oft-discussed “triangle”: Features-Time-Quality
 Is it true? You can‟t add more work unless you
  lengthen time or reduce quality

                           Avg.           Total          Quality        Release
                         Complexity     Complexity      Problems        Quality %
            Release 1        1.2            272             86            68%
            Release 2        1.6            248             77            69%




    ?
            Release 3        1.5            274            109            60%
            Release 4        2.8            318             69            78%
            Release 5        2.4            347             88            75%
            Release 6        1.4            261             92            65%

                    Release Quality % = 100 – (Quality Problems / Total Complexity)
Questions To Answer

 How well do team members handle their core
  responsibilities?
     Examples: Design, Code, Test
 In what ways do team members contribute beyond
  their core responsibilities?
     Examples: Innovate, Take Initiative, Handle Adversity
 How much do team members help others?
     Examples: Assist, Mentor, Motivate
 Is the software team succeeding or failing?
     Examples: New Users, Production Bugs, Efficiency
What Are The Roles On Your Teams?
    Playmakers and Scorers
    Defensive Stoppers
    Utility and Role Players
    Backups
    Motivators
    Veterans and Rookies
Example: Skill Metrics
Metric      Description                                     Formula
Points      Measure the overall productivity of each        Points = Sum of complexity rating for all completed tasks
            coder on assigned tasks
Utility     Measure how many assigned tasks each            Utility = Number of tasks completed
            coder completes
Assists     Measure the amount of coder interruptions       Assists = Count of times that coder helps others
            and how much a coder helps others
Saves       Measure how often a coder helps fix urgent      Saves = Number of severe product issues coder helps fix
            production issues
Tackles     Measure how many potential issues               Tackles = Number of times a coder takes initiative or innovates
            a coder handles proactively
Turnovers   Measure the complexity of assigned tasks        Turnovers = Sum of complexity for all tasks that are not completed
            that a coder fails to complete
Errors      Measure the magnitude of production             Errors = Sum of bug severity factored by population affected
            issues found in areas of coder responsibility
Range       Measure how many areas of software a coder      Range = Number of areas worked on by a coder
            works on
Example: Response Metrics
Metric              Description                                          Formula
Wins                Measure the number of active users added             Wins = Sum (User Activations)

Losses              Measure the number of active users lost              Losses = Sum (User Deactivations)

Win Rate            Determine the average amount of time it              Win Rate = Time elapsed divided by the number of new users
                    takes to get a “win” (new user)
Loss Rate           Determine the average amount of time it              Loss Rate = Time elapsed divided by the number of lost users
                    takes to accumulate each “loss” (lost user)
Win Percentage      Measure the percentage of trials that successfully   Win Percentage = (Successful Trials / Trials Completed) × 100
                    convert to active users
Gain                Measure the number of Wins minus the                 Gain = Wins - ((Trials Completed – Successful Trials) + Losses)
                    missed opportunities and Losses
Penalties Per Win   Measure the overall urgency of customer              Penalties Per Win = Penalties / Wins
                    support issues relative to the number of new users
Example: “Advanced” Metrics
Metric        Description                                       Formula
Power         Measure the average complexity of the tasks       Power = Points / Utility
              that a coder completes
Temperature   Measure how “hot” or “cold” a coder is at         Temperature = Previous Temp. × (Current Points / Previous
              any given time (start with Temp. 72)              Points)
O-Impact      “Offensive Impact” to summarize how a coder       O-Impact = Points + Utility + Assists
              helps move projects along
D-Impact      “Defensive Impact” to summarize how a coder       D-Impact = (Saves + Tackles) × Range
              helps solve issues or avoid larger problems
Plus-Minus    Measure the amount of positive contributions      Plus-Minus = Points - Turnovers - Errors
              versus negative issues for each coder
Teamwork      Establish a relative rating for team-oriented     Teamwork = Assists + Saves + Range - Turnovers
              contributions
Fielding      Establish a relative rating for the range and     Fielding = (Utility + Range) - (Turnovers + Errors)
              breadth of work successfully handled
Intensity     Establish a relative rating for heightened        Intensity = Saves + Tackles + (Avg. Temp. – Start Temp.)
              productivity and dealing with hot issues
Win Shares    Assign a relative level of credit to each coder   Win Shares = Wins × Influence × Efficiency
              for new users
Loss Shares   Assign a relative level of responsibility to      Loss Shares = Losses × (1.0 - Efficiency)
              each coder for lost users
Techniques to Gather and Track Metrics
 Get data from existing systems
     Project tracking, bug tracking, customer support
 Instrument your software for usage data
     New users, lost users, feature usage, measured benefits
 Self-reporting or “spotters” for situational data
 Create documents or database for metric storage and tracking
Increase Team Awareness of Skills
Create Focus on Team Results
Identify Key Goals and Accomplishments

Metric         Description                                    Formula
Boost          Measure the amount of additional user          Boost = Sum of the percentage of users receiving each benefit
               benefits delivered
Acceleration   Measure the ratio of user benefits delivered   Acceleration = Boost / Number of Urgent User Issues) x 100
               to urgent user issues created
Steps for Adopting Metrics

  1.   Find a Sponsor
  2.   Create a Focus Group
  3.   Conduct a Trial (restart or stop if trial fails)
  4.   Introduce Metrics to the Team
  5.   Create a Metrics Storage System
  6.   Establish a Forum for Discourse
  7.   Expand Metrics Used and Analysis
Places and Times to Use Metrics
    Regular Team Meetings (sprint retrospectives)
    Project Post-Mortems
    Mentoring
    Establishing Goals and Rewards
    Performance Reviews (validation)
    Promotion Consideration
Moneyball Strategies for
Building Better Software Teams

 Recruit for “Comps”
     Profile your team, identify roles you need, then recruit
 Improve the Farm System
     Use interns, contract-to-perm, promote from within
 Make Trades
     Re-organize teams internally to fill roles and balance skills
 Coach the Skills You Need
     Focus on those with aptitude, use target metrics
Recruiting Comps

                 Defensive Stopper Profile   Candidate A Profile    Candidate B Profile   Candidate C Profile
  Avg. Points             Medium                     High                 Medium                Medium

  Avg. Utility            Medium                   Medium                 Medium                Medium

  Avg. Assists            Medium                     Low                    High                Medium

  Avg. Errors               Low                    Medium                   Low                 Medium

  Avg. Saves               High                      Low                    High                Medium

  Avg. Tackles             High                      Low                  Medium                  Low

  Avg. Range              Medium                     Low                  Medium                Medium




                 Target Profile                                    Best Candidate
Potentially Undervalued Assets

  Defensive Stoppers
  Utility Players
  Backups
Resources for Further Exploration

          Codermetrics: Analytics for Improving Software Teams
          262 Pages
          Released August, 2011
          In bookstores, Safari Online, or at http://www.oreilly.com



           Codermetrics.Org – community website
           Post ideas or stories
           Share resources (spreadsheets, analysis)
           Ask questions
           Post Events
           Follow on Twitter @codermetrics
Special Offer

                                      Visit http://oreilly.com
                                      to purchase your copy of
                                      Codermetrics and
                                      enter code 4CAST to
                                      save 40% off print book
                                      & 50% off ebook with
                                      special code 4CAST

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Sept 16, 2011 webcast moneyball for software teams jonathan alexander

  • 1. Moneyball for Software Teams?  Presented by Jonathan Alexander  VP Engineering at Vocalocity  Author of Codermetrics (O‟Reilly 2011)
  • 2. The Popularity of Moneyball  Advanced stats used to analyze baseball players and teams  Bill James, the father of sabermetrics, author and consultant  Michael Lewis, author of Moneyball published 2003  Moneyball starring Brad Pitt being released Sept. 23rd, 2011  O‟Reilly Strata Summit: The Business of Data (NYC Sept. 20-21) has Paul DePodesta, VP NY Mets as a featured speaker about Moneyball
  • 3. Metrics Have Changed the Game(s)  Scouting  Drafting  Trades  Coaching  Player Development  Salary Arbitration
  • 4. Principles of Moneyball: Identify Undervalued Assets  Analyze the skills correlated with winning  Discover important skills that market undervalues  Leverage knowledge to build winning teams © Brandon Vincent | Dreamstime.com
  • 5. Principles of Moneyball: Challenge Assumptions  Gather situational statistics  Objectively check assumptions against facts  Adjust strategy based on analysis and results © Eric Broder Van Dyke | Dreamstime.com © Richard Kane | Dreamstime.com
  • 6. Principles of Moneyball: Study and Learn from Outliers  anomaly (noun): an incongruity or inconsistency, a deviation from the norm  outlier (noun): a person or thing that lies outside, a point widely separated from the main cluster Games At Bats Hits Doubles Triples HRs RBI Avg. OPS All Stars Piazza „92-‟07 1,912 6,911 2,127 344 8 427 1,335 .308 .922 12 Pudge ‟91-‟10 2,499 9,468 2,817 565 51 309 1,313 .298 .800 14
  • 7. Techniques Used For Moneyball  Leverage basic performance statistics  Hits, Runs Batted In (RBI), Runs Allowed (ERA)  Add “situational” statistics gathered by “spotters”  Errors, out-of-zone fielding, pressure situations  Develop “advanced” statistics through combinations and formulas  OPS (on-base plus slugging) , FIP (fielding independent pitching) , BABIP (batting average on balls in play) , WAR (wins above replacement)  Analyze statistics to find best predictors of individual and team success
  • 8. Moneyball for Software Teams?  Implement new techniques to gather metrics on a wide variety of contributions  Find ways to measure “wins” and “losses”  Analyze how individual contributions and team “chemistry” correlate to wins and losses  Examine Assumptions  Discover Patterns  Use metrics to create focus and help identify opportunities to change, adjust, improve
  • 9. The Magic Triangle Challenge  Oft-discussed “triangle”: Features-Time-Quality  Is it true? You can‟t add more work unless you lengthen time or reduce quality Avg. Total Quality Release Complexity Complexity Problems Quality % Release 1 1.2 272 86 68% Release 2 1.6 248 77 69% ? Release 3 1.5 274 109 60% Release 4 2.8 318 69 78% Release 5 2.4 347 88 75% Release 6 1.4 261 92 65% Release Quality % = 100 – (Quality Problems / Total Complexity)
  • 10. Questions To Answer  How well do team members handle their core responsibilities?  Examples: Design, Code, Test  In what ways do team members contribute beyond their core responsibilities?  Examples: Innovate, Take Initiative, Handle Adversity  How much do team members help others?  Examples: Assist, Mentor, Motivate  Is the software team succeeding or failing?  Examples: New Users, Production Bugs, Efficiency
  • 11. What Are The Roles On Your Teams?  Playmakers and Scorers  Defensive Stoppers  Utility and Role Players  Backups  Motivators  Veterans and Rookies
  • 12. Example: Skill Metrics Metric Description Formula Points Measure the overall productivity of each Points = Sum of complexity rating for all completed tasks coder on assigned tasks Utility Measure how many assigned tasks each Utility = Number of tasks completed coder completes Assists Measure the amount of coder interruptions Assists = Count of times that coder helps others and how much a coder helps others Saves Measure how often a coder helps fix urgent Saves = Number of severe product issues coder helps fix production issues Tackles Measure how many potential issues Tackles = Number of times a coder takes initiative or innovates a coder handles proactively Turnovers Measure the complexity of assigned tasks Turnovers = Sum of complexity for all tasks that are not completed that a coder fails to complete Errors Measure the magnitude of production Errors = Sum of bug severity factored by population affected issues found in areas of coder responsibility Range Measure how many areas of software a coder Range = Number of areas worked on by a coder works on
  • 13. Example: Response Metrics Metric Description Formula Wins Measure the number of active users added Wins = Sum (User Activations) Losses Measure the number of active users lost Losses = Sum (User Deactivations) Win Rate Determine the average amount of time it Win Rate = Time elapsed divided by the number of new users takes to get a “win” (new user) Loss Rate Determine the average amount of time it Loss Rate = Time elapsed divided by the number of lost users takes to accumulate each “loss” (lost user) Win Percentage Measure the percentage of trials that successfully Win Percentage = (Successful Trials / Trials Completed) × 100 convert to active users Gain Measure the number of Wins minus the Gain = Wins - ((Trials Completed – Successful Trials) + Losses) missed opportunities and Losses Penalties Per Win Measure the overall urgency of customer Penalties Per Win = Penalties / Wins support issues relative to the number of new users
  • 14. Example: “Advanced” Metrics Metric Description Formula Power Measure the average complexity of the tasks Power = Points / Utility that a coder completes Temperature Measure how “hot” or “cold” a coder is at Temperature = Previous Temp. × (Current Points / Previous any given time (start with Temp. 72) Points) O-Impact “Offensive Impact” to summarize how a coder O-Impact = Points + Utility + Assists helps move projects along D-Impact “Defensive Impact” to summarize how a coder D-Impact = (Saves + Tackles) × Range helps solve issues or avoid larger problems Plus-Minus Measure the amount of positive contributions Plus-Minus = Points - Turnovers - Errors versus negative issues for each coder Teamwork Establish a relative rating for team-oriented Teamwork = Assists + Saves + Range - Turnovers contributions Fielding Establish a relative rating for the range and Fielding = (Utility + Range) - (Turnovers + Errors) breadth of work successfully handled Intensity Establish a relative rating for heightened Intensity = Saves + Tackles + (Avg. Temp. – Start Temp.) productivity and dealing with hot issues Win Shares Assign a relative level of credit to each coder Win Shares = Wins × Influence × Efficiency for new users Loss Shares Assign a relative level of responsibility to Loss Shares = Losses × (1.0 - Efficiency) each coder for lost users
  • 15. Techniques to Gather and Track Metrics  Get data from existing systems  Project tracking, bug tracking, customer support  Instrument your software for usage data  New users, lost users, feature usage, measured benefits  Self-reporting or “spotters” for situational data  Create documents or database for metric storage and tracking
  • 17. Create Focus on Team Results
  • 18. Identify Key Goals and Accomplishments Metric Description Formula Boost Measure the amount of additional user Boost = Sum of the percentage of users receiving each benefit benefits delivered Acceleration Measure the ratio of user benefits delivered Acceleration = Boost / Number of Urgent User Issues) x 100 to urgent user issues created
  • 19. Steps for Adopting Metrics 1. Find a Sponsor 2. Create a Focus Group 3. Conduct a Trial (restart or stop if trial fails) 4. Introduce Metrics to the Team 5. Create a Metrics Storage System 6. Establish a Forum for Discourse 7. Expand Metrics Used and Analysis
  • 20. Places and Times to Use Metrics  Regular Team Meetings (sprint retrospectives)  Project Post-Mortems  Mentoring  Establishing Goals and Rewards  Performance Reviews (validation)  Promotion Consideration
  • 21. Moneyball Strategies for Building Better Software Teams  Recruit for “Comps”  Profile your team, identify roles you need, then recruit  Improve the Farm System  Use interns, contract-to-perm, promote from within  Make Trades  Re-organize teams internally to fill roles and balance skills  Coach the Skills You Need  Focus on those with aptitude, use target metrics
  • 22. Recruiting Comps Defensive Stopper Profile Candidate A Profile Candidate B Profile Candidate C Profile Avg. Points Medium High Medium Medium Avg. Utility Medium Medium Medium Medium Avg. Assists Medium Low High Medium Avg. Errors Low Medium Low Medium Avg. Saves High Low High Medium Avg. Tackles High Low Medium Low Avg. Range Medium Low Medium Medium Target Profile Best Candidate
  • 23. Potentially Undervalued Assets  Defensive Stoppers  Utility Players  Backups
  • 24. Resources for Further Exploration Codermetrics: Analytics for Improving Software Teams 262 Pages Released August, 2011 In bookstores, Safari Online, or at http://www.oreilly.com Codermetrics.Org – community website Post ideas or stories Share resources (spreadsheets, analysis) Ask questions Post Events Follow on Twitter @codermetrics
  • 25. Special Offer Visit http://oreilly.com to purchase your copy of Codermetrics and enter code 4CAST to save 40% off print book & 50% off ebook with special code 4CAST Visit http://oreilly.com/webcasts to view upcoming webcasts and online events