Software Development, October 1997
Less is More
Jumpstarting Productivity with Small
Teams
Adding a deck to the back of your house calls for
different skills than adding a story to the top of your
house. Building a 60-story office building requires a
different approach altogether. A deck can be built by an
amateur if he or she is sufficiently motivated, and so,
occasionally, can an addition to a house. A skyscraper
cannot, and should not, be built by an amateur, no matter how
motivated that person may be.
For years, software engineering has concerned itself with
skyscraper-sized projects: aircraft control systems, military
defense programs, nationwide computer networks, complex
operating systems, and the like. But with the growth of both
Internet development and component-based development,
software developers are beginning to see an increasing number
of truly useful applications developed as "3 x 3"
projectsthree developers working for three months.
Traditional software engineering has sometimes dismissed
those "small" projects as not being worthy of
serious attention. But such projects increasingly make up the
bread and butter of many developers responsibilities,
and they deserve some attention.
Some people who work alone or with only one or two other
developers wouldn't have it any other way. Small teams are
more productive in many ways than large teams, but some best
practices and experience from large teams can help small
groups become even more productive. Before I explain how,
I'll describe how team size and project size affect team
dynamics, team productivity, and the quality of the software
developed.
Team Size, Communication, and Memory
Communication flows more easily on small teams than large
teams. If youre the only person on a project,
communication is simple. The only communication path is
between you and the customer. As the number of people on a
project increases, however, so does the number of
communication paths. It doesnt increase additively, as
the number of people increases, it increases
multiplicatively, proportional to the square of the
number of people.
Figure 1 illustrates how a two-person project has only one
path of communication. A five-person project has 10 paths. A
10-person project has 45 paths, assuming that every person
talks to every other person. The 2% of projects that have 50
or more programmers have at least 1,200 potential paths. The
more communication paths you have, the more time you spend
communicating, and the more opportunities for communication
mistakes are created. Thus, larger-size projects demand
organizational techniques that streamline communication or
limit it in sensible ways.

Figure 1. Communication paths increase
multiplicatively as team size increases linearly.
The typical approach taken to streamline communication on
large projects is to formalize communication with written
documents. Instead of 50 people talking to each other in
every conceivable combination, 50 people read and write
documents. Small projects can avoid documents that are
created solely for the sake of streamlining communication.
There are some ways documentation can work to a small
team's benefit, however; documentation serves as an aid to
developers fallible memories. Peoples memories
arent any better on small projects than they are on
large projects, and its important to retain permanent
records on any project that lasts longer than a few weeks.
The small project size means that records can be less formal.
Design on a small project might consist of a set of diagrams
captured on flip charts rather than a formal architecture
document. A project-wide e-mail archive can be an efficient
substitute for a large projects monolithic documents.
Small projects can achieve some economies based on small team
size, but they will always benefit from permanent supplements
to human memory.
Effect of Size on Different Kinds of Software Development
Activities
As project size and the need for formal communications
increase, the kinds of activities that make up a software
project change dramatically. Figure 2 shows the proportion of
activities on projects of different sizes. The construction
activities of detailed design, code and debug, and unit test
are shown in gray. Requirements development isnt shown
because the time spent developing requirements isnt
necessarily related to the time spent implementing them.

Figure 2. As the size of the project
increases, construction consumes a smaller percentage of the
total development effort.
On very large projects, architecture, integration, system
test, and construction each take up about the same amount of
effort. On projects of medium size, construction starts to
become the dominant activity. On a small project,
construction is the most prominent activity by far, using as
much as 80% of the time. In short, as project size decreases,
construction becomes a greater part of the total effort.
Small projects tend to focus on construction, and I think
thats appropriate and healthy. That doesnt mean
they should completely ignore architecture, design, and
project planning, however. Each plays an important role in
the project's outcome, and overlooking any one of them can
lead to increased errors.
Effect of Size on Errors
You might not think project size would affect what kind of
errors will be experienced, but as project size increases, a
larger number of errors are usually attributed to mistakes in
analysis and design. Figure 3 shows the general relationship.

According to Capers Jones's "Program Quality and
Programmer Productivity" (IBM Technical Report TR
02.764, Jan. 1977), on small projects, construction
errors make up about 75% of all errors found. Methodology has
less predominance, and the biggest influence on program
quality is the skill of the individual writing the program.
On typical larger projects, construction errors taper off
to about 50% of total errors, while requirements and
architecture errors make up the difference. Presumably, this
is related to the fact that proportionately more time is
spent in requirements development and architecture on large
projects, so the opportunity for mistakes in those activities
is proportionately larger.
The defect density (number of defects per line of code or
per function point) also changes with project size. You would
naturally expect a project thats twice as large as
another to have twice as many errors, but the larger product
is likely to have even more than that. Table 1 lists the
range of defect densities you can expect on projects of
various sizes.
Table 1. General relationship
between project size and error density for delivered software
in the United States.
| Project Size (in function points) |
Error Density (errors per function
point) |
| 10 100
1,000
10,000
100,000
|
0.07 0.4
0.6
0.8
1.3
|
Source: Adapted from Capers Jones, Applied
Software Measurement, 2d Ed. (McGraw-Hill, 1997).
The data in Table 1 was derived from specific projects, so
the numbers might bear little resemblance to the projects on
which youve worked. As a snapshot of work in the
software field, however, its illuminating. It indicates
that the number of errors increases dramatically as project
size increases, with very large projects having many times
more errors per function point than small projects. Small
projects are generally less complex, and developers on small
projects can often work without all the quality assurance
overhead needed on a large project.
Effect of Size on Productivity
Productivity and software quality have a lot in common
with respect to project size. Both are optimal on the
smallest projects. How big does a project need to be before
size begins to affect productivity? In "Prototyping
Versus Specifying: A Multiproject Experiment" by B.W.
Boehm, T.E. Gray, and T. Seewaldt (IEEE Transactions on
Software Engineering, May 1984), the authors reported
that smaller teams completed their projects with 39% higher
productivity than larger teams. The size of the teams? Two
people for the small projects, three for the large
projects. Table 2 shows the general relationship between
project size and productivity.
Table 2. General relationship
between project size and productivity for delivered software
in the United States.
| Project Size (in function points) |
Function points per month |
| 10 100
1,000
10,000
100,000
|
13 10
4
2.6
1.7
|
Source: Adapted from Capers Jones, Applied
Software Measurement, 2d Ed. (McGraw-Hill, 1997).
Productivity of any specific project is significantly
influenced by its personnel, methodologies, product
complexity, programming environment, tool support, and many
other factors, so its likely that the data in Table 2
doesnt apply directly to your current project. Take the
specific numbers with a grain of salt.
Realize, however, that the general trend is significant.
The productivity of the smallest projects is about 10 times
the productivity of the largest ones. Even jumping from the
middle of one range to the middle of the nextsay from a
program of 100 function points
to a program of 1,000 function points--you could expect
productivity to double. This table shows one of the reasons
developers prefer to work on small projectsthey can get
more work done! After experiencing the productivity buzz of a
high-performance, small-project team, its hard to
readjust to the methodical approaches needed to ensure
success on a larger project.
Programs, Products, and Systems
Lines of code and team size arent the only
influences on project size. A more subtle influence is the
quality and complexity of the final software. Suppose the
original version of your Gigatron program took only one month
to write and debug. It was a single program written, tested,
and documented by a single person. If the first version of
Gigatron took only one month, why did its next full release
take six months?
As Fred Brooks pointed out in the Mythical Man-Month,
Anniversary Edition (Addison-Wesley, 1995), the simplest
kind of software is a single "program" thats
used by the person who developed it, or under controlled
circumstances by a few other users. A program is typically
used in-house.
A more sophisticated kind of software is a
"product"software thats intended for
use by people other than the original developer. This kind of
software is typically intended for external users in
environments that differ from the environment in which the
software was created. It requires more extensive testing and
documentation. The goal of program development is to try to
be sure there is at least one right way to use the software.
The goal of product development is to try to be sure that
there is no wrong way to use the software. A software product
costs about three times as much to develop as a software
program.
In addition to the difference between programs and
products, another kind of sophistication relates to the
interactions among a group of programs that work together.
Such a group is called a software "system."
Development of a system is more complicated than development
of a program because of interfaces between programs and the
care needed to integrate them. A software system costs about
three times as much as a software program.
When a software "system product" is developed,
it has the testing and documentation requirements of a
product and the interaction complexity of a system. Software
system products cost about nine times as much as programs
with similar functionality. Organizations are sometimes
surprised when they set out to develop a small program, and
discover they really needed to develop a system
productat nine times the cost. Similarly, organizations
used to developing system products can bury a small project
in bureaucratic overhead if all they really need is a
software program.
Applying Size Considerations to Small Projects
Fortunately for those of us who hate to see software
engineering research go to waste, the methodologies developed
for skyscraper-sized projects are a lot easier to scale down
than the methodologies used in deck-sized projects are to
scale up.
One method for determining the degree of formality
required has been developed by the U.S. Department of
Defense. You might think that military intelligence is a
contradiction in terms, but the U.S. Department of Defense is
the largest user of computers and computer software in the
world. It is also one of the largest sponsors of programming
research.
The Department of Defense's approach involves scoring a
programming project in each of 12 categories, using a
formality worksheet to arrive at a score of between 12 and 60
points. Table 3 illustrates this worksheet.
Table 3. Project Formality
Worksheet.
| |
|
|
|
Points
|
|
|
|
| |
Factor |
1
|
2
|
3
|
4
|
5
|
Item
Score
|
| 1 |
Originality
Required |
None:
reprogram on different equipment |
Minimum:
more stringent requirements |
Limited:
apply new interfaces to the environment |
Considerable:
apply existing state of art |
Extensive:
requires advance in state of the art |
_____
|
| 2 |
Degree
of Generality |
Highly
restricted; single purpose |
Restricted:
parameterized for a range of capabilities |
Limited
flexibility; allows some change in format |
Multi-purpose;
flexible format, range of subjects |
Very
flexible: able to handle a broad range of subject
matter on different equipment |
_____
|
| 3 |
Span
of Operation |
Local or
utility |
Component
command |
Single
Command |
Multi-command |
Defense
department world-wide |
_____
|
| 4 |
Change
in Scope and Objective |
None |
Infrequent |
Occasional |
Frequent |
Continuous |
_____
|
| 5 |
Equipment
Complexity |
Single
machine, routine processing |
Single
machine, routine processing, ex-tended peripheral
system |
Multi-computer,
standard peripheral system |
Multi-computer,
advanced programming, complex peripheral system |
Master
control system, multi-computer, auto input-output and
display equipment |
_____
|
| 6 |
Personnel
Assigned |
1-2 |
3-5 |
5-10 |
10-18 |
18 and
over |
_____
|
| 7 |
Development
Cost |
$3-15K |
$15-70K |
$70-200K |
$200-500K |
Over
$500K |
_____
|
| 8 |
Criticality |
Data
processing |
Routine
operations |
Personnel
Safety |
Unit
Survival |
National
Defense |
_____
|
| 9 |
Average
Response Time to Program Changes |
2 or more
weeks |
1-2 weeks |
3-7 days |
1-3 days |
1-24
hours |
_____
|
| 10 |
Average
Response Time to Data Inputs |
2 or more
weeks |
1-2 weeks |
1-7 days |
1-24
hours |
9-60
minutes
(interactive) |
_____
|
| 11 |
Programming
Languages |
High-level
language |
High-level
and limited assembly language |
High-level
and extensive assembly language |
Assembly
language |
Machine
language |
_____
|
| 12 |
Software
is Developed Concurrently |
None |
Limited |
Moderate |
Extensive |
Exhaustive |
_____
|
| |
TOTAL |
|
|
|
|
|
_____
|
Source: Adapted from DOD-STD-7935 in Wicked
Problems, Righteous Solutions (DeGrace and Stahl 1990).
A score of 12 means the projects demands are light,
and little formality is needed. A score of 60 means that the
project is extremely demanding and needs as much structure as
possible. Table 4 lists the documentation recommended for
projects of different difficulties. Depending on the needs of
the specific project, a data requirements document, a
database specification, and implementation procedures might
also be recommended.
Table 4. Recommended documentation
for projects of different difficulties.
| Score / Required Documentation |
| 12 - 15 / User Manual and
incidental program documentation 15 - 26 / Documentation from lower level
plus:
Operations Manual
Maintenance Manual
Test Plan
Management Plan
Configuration Management Plan
24 - 38 / Documentation from lower
levels plus:
Functional Description
Quality Assurance Plan
36 - 50 / Documentation from lower
levels plus:
System/Subsystem
Specifications
Test Analysis Reports
48 - 60 / Documentation from lower
levels plus:
Program Specification
|
Sources: DOD-STD-7935 in Wicked
Problems, Righteous Solutions (Peter DeGrace and Leslie
Stahl 1990), and Guidelines for Documentation of Computer
Programs and Automated Data Systems (FIPS PUB 38).
This documentation isn't created for its own sake. The
point of writing a quality assurance plan isnt to
exercise your writing muscles; it is to force you to think
carefully about quality assurance and to explain your plan to
everyone else. The documentation is a tangible by-product of
the real work that must be done to plan and construct a
software system. If you feel like youre going through
the motions and writing generic documents, youre not
getting the potential benefits.
Useful Practices on Small Projects
Some practices are valuable no matter how small the
project is. Aside from proper documentation, the following
recommendations apply to any project.
Emphasize code readability. Whether your project is
3 x 3, 1 x 1, or 50 x 18, project members will spend a lot of
time writing, reviewing, and revising the projects
source code. Maintenance programmers spend more than half of
their time figuring out what source code does. You can make
that job much easier by emphasizing good layout; careful
variable, function, and class names; and meaningful comments.
Build a user interface prototype. User interface
prototyping is useful on even the smallest projects because
it helps avoid the serious error of designing, implementing,
testing, and documenting software that users ultimately
refuse to use. On small projects you can plan to evolve the
prototype into the final software. On larger projects,
youre typically better off creating a throwaway
prototype and then building the real software separately.
Hold technical reviews of designs and code. Technical
reviews are useful on projects as small as one line of code.
According to Daniel P. Freedman and Gerald M. Weinberg in Handbook
of Walkthroughs, Inspections and Technical Reviews, Third
Edition (Dorset House, 1990), in one software maintenance
organization, 55% of one-line maintenance changes were in
error before introducing code reviews. After introducing
reviews, only 2% were in error.
Use automated source code control. Automated source
code control creates virtually no overhead and pays for
itself the first time you need to retrieve the version of the
software you were working on yesterday. It is useful
on even the smallest, one-person projects.
Use defect-tracking software. One of the most
embarrassing software errors is to release software that
contains an error that you knew about and simply forgot to
fix. Like automated source code control, defect-tracking
software adds virtually no overhead to a project and helps to
prevent needless mistakes. Large projects typically need
sophisticated, networked defect-tracking software; small
projects can get by with a tool as simple as a
defect-tracking spreadsheet.
Create and use checklists. Checklists are an
often-overlooked, low-tech development tool, but they are
useful in many areas. They are created from experience, so
they're inherently practical. Use them during requirements
time to avoid missing key requirements. Use them at
architecture and design time to be sure your design accounts
for all relevant considerations. Use them during design and
code reviews to help reviewers catch the most common
problems. Use them at software release to assure that, in the
last-minute rush to release the software, you dont make
careless mistakes.
The Most Important Lesson from Large Projects
Whether youre building a deck or a skyscraper,
its cheaper and easier to change your plans during the
diagram phase than during construction. A deck project might
seem small by comparison, but if you decide to move a support
post after youve dug the post hole, mixed concrete for
the footing, poured the footing, set the post into the
concrete, and let the concrete cure, youll wish you had
spent a few more minutes scrutinizing your design. (Believe
me, I have the blisters to show for it.) And thats only
a weekend project.
If software engineering on large projects has taught us
one thing, it's the importance of being strategic about the
progression from requirements development to design,
implementation, and testing. The traditional waterfall life
cycle model has earned a bad reputation for its dogmatic
step-by-step progression from requirements development to
system testing. Overly bureaucratic though it might be, the
waterfall model embodies an important truth: defects are a
lot cheaper to correct in the earlier phases of requirements
development and architecture than they are in the later
phases of construction and system testing. A one-sentence
statement of requirements can give rise to a handful of
design diagrams, which can flow into a few hundred lines of
code, several dozen test cases, and many pages of user
documentation. If you make an error at requirements time,
its a whole lot cheaper and easier to correct that
defect at requirements or architecture time than it is to
overlook it until later. An erroneous requirement may not
seem as rigid as a post set in concrete, but it will be every
bit as hard to change after several hundred lines of code
have been written to implement it.
Projects of different sizes benefit from different
approaches. Practices that could be considered unconscionably
sloppy on a large project might be overly rigorous for a
small one. When the large-project training wheels come off, a
small project team can cover a lot of ground. But an overly
eager small project team can earn itself a nice set of
scrapes and bruises if it doesnt remember what those
large-project training wheels were for. Small projects are
exhilarating. They can be exhilarating and productive
when the team remembers a few of the lessons that large
project teams learned the hard way.
Further Reading
Wicked Problems, Righteous Solutions: A Catalog
of Modern Software Engineering Paradigms, by Peter
DeGrace and Leslie Stahl, Yourdon Press, 1990. This book
catalogs the approaches to developing software. DeGrace and
Stahl emphasize that any development approach must vary as
project size varies. The section titled "Attenuating and
Truncating" in Chapter 5 discusses customizing software
development processes based on project size and formality. It
includes descriptions of models from NASA and the Department
of Defense and many interesting illustrations.
Software Engineering Economics, by Barry W. Boehm,
Prentice-Hall Inc., 1981. This is an extensive treatment of
the cost, productivity, and quality ramifications of project
size and other variations in the software development
process. It discusses of the effect of size on construction
and other activities. Chapter 11 is an excellent explanation
of softwares diseconomies of scale. Other
project-size information is interspersed throughout the book.
About the Author
Steve McConnell is chief software engineer at Construx
Software Builders Inc., a Seattle-area software development
services company. He is the author of Code Complete and
Rapid Development, editor of IEEE Softwares
"Best Practices" column, and an active developer.
His new book, Software Project Survival Guide, will be
available from Microsoft Press in October 1997. You can reach
him via e-mail at stevemcc@construx.com,
http://www.construx.com/stevemcc, or through Software
Development magazine.