Re: Re: SIP is not Takt Time
Dossy <[email protected]> Sat, 8 Feb 2003 19:21:43 -0500
| Newsgroups | gmane.comp.programming.software-in-process |
|---|---|
| Message-ID | <[email protected]> |
On 2003.02.08, Mary Poppendieck <[email protected]> <[email protected]> wrote: > I agree, takt time is the goal, not the actual time. Say you want > 100 cars to roll off your line in an 10 hour day, that means that > they need to roll off at the rate of 10 per hour or one every six > minutes. So six minutes is the desired takt time. I reluctantly > concede that the actual rate at which cars are rolling off the line > (say one every 7 minutes) can be called cycle time. By whatever > name, this time is not a duration, it is a rate. Cool, so we're in sync. here. > What I think about, however, is not how many stories per week (or > whatever) a team can complete, I worry about how long it takes a > story, once articulated, takes to get finished. I think this illustrates the lead time vs. cycle time confusion again. Your worry is from a programmer-centric view -- what is important from their perspective is "once work is assigned, how long does it take for me to complete it" (i.e., what is the cycle time of my task/step). From a business perspective, they're looking for the cycle time of the entire story, which they might call "lead time" to having the feature implemented/deployed -- which will include the cycle time for the programming team's work, as well as the cycle time for the business Customer to specify the story itself, as well as any auxillary testing or documentation cycles that must be carried out if necessary. The entire process would be the lead time for the feature ... and I think SIP should be the measure of that lead time. From personal experience, I've worked on some stories that took (literally) 6 hours to implement but almost 10 business days to write the story itself. Our team's velocity is pretty high ... but there are some iterations when we have to postpone the Planning Game three, sometimes four days, because the Customer is still getting the necessary agreements from the rest of the business before the story can be handed over. IMHO, this delay (or, cycle time of the Customer's story writing) is important to track ... perhaps seperately. > This time  whatever we call it  is the important time for SIP. See what I wrote above and see if you still feel that the time-to-complete-a-story is still the important time for SIP. I'd say that each cycle (story writing, programming, testing, documentation, etc.) should be measured individually, and the sum of all cycles should be considered SIP. Even if one cycle is short, if another cycle gets larger, SIP will increase. I look at it like this: your customer only cares about finished goods inventory. If you have a shortage in your raw materials inventory, the customer doesn't care that your cycle time for turning raw materials into inventory is "only 6 minutes long" ... if you have to wait 4 weeks for enough raw materials to make 1,000 widgets, then your effective cycle time (from the customer's perspective) is 15.6 minutes -- over twice as long. Basically, the customer only cares about their lead time getting your finished goods into their hands. I think this is the important time that SIP should measure. > I used to call this cycle time, now I call it service time, some > people call it lead time. Basically it is the time from when > something goes into a queue until the time it comes out. It is a > duration, not a rate. I don't think we have a word for the target of > this time  but I surely could be wrong. It's definitely a duration and citations of the measure should include sufficient context to make sense of it. What you want to call "service time" I've always known as "calendar time" -- the actual amount of time on the calendar that passes before an event. By its very name it signals that it's a duration. The nice thing about rates are that they're context-free -- N units per T time just is. Durations are tougher to work with because of the requisite context. Saying "it takes us two weeks to turn around raw materials into one finished good" implies a lot of unspoken dependencies, any one of which could affect the duration. So, to simplify, we speak in terms of calendar time: it's Feb-8 today and we'll have one unit done by Feb-22 (two weeks). This makes some promises against those dependencies but nails down the duration to a specific point in time (context) -- this doesn't guarantee that starting Feb-22 we'll necessarily be able to produce another unit by Mar-8 -- we didn't say anything about those dates and we didn't make a generalized claim that "we do 1 unit per 2 weeks" which would be a rate, not a duration ... This is why in my XP projects, when I provide estimates, I give the following "numbers": estimate in ideal days, estimated start date, estimated delivery date. Based on the team's velocity, any staffing fluctuations (vacation, off-site training, etc.) we can compute when we think the story will be started and when during the iteration we think it'll be delivered. This helps the Customer steer because it lets them schedule their time (since they provide Acceptance Testing and Documentation) ... and after I introduced the start/delivery dates, they stopped asking why "this one-point story took longer than that two-point story to deliver?" Trying to explain that the durations vary from week to week was much easier done through an illustration using real dates than trying to explain fluctuations in cycle time ... Thanks for the exchange, Mary. -- Dossy -- Dossy Shiobara mail: [email protected] Panoptic Computer Network web: http://www.panoptic.com/ "He realized the fastest way to change is to laugh at your own folly -- then you can let go and quickly move on." (p. 70) ------------------------ Yahoo! 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