Monday, January 6, 2014

Philosophy, Ultimate Wise

http://zguide.zeromq.org/page%3aall#toc89
By Pieter Hintjens, CEO of iMatix

Psychology of Software Architecture

Dirkjan Ochtman pointed me to Wikipedia's definition of Software Architecture as "the set of structures needed to reason about the system, which comprise software elements, relations among them, and properties of both". For me this vapid and circular jargon is a good example of how miserably little we understand what actually makes a successful large scale software architecture.

Architecture is the art and science of making large artificial structures for human use. If there is one thing I've learned and applied successfully in 30 years of making larger and larger software systems, it is this: software is about people. Large structures in themselves are meaningless. It's how they function for human use that matters. And in software, human use starts with the programmers who make the software itself.

The core problems in software architecture are driven by human psychology, not technology. There are many ways our psychology affects our work. I could point to the way teams seem to get stupider as they get larger or when they have to work across larger distances. Does that mean the smaller the team, the more effective? How then does a large global community like ØMQ manage to work successfully?

The ØMQ community wasn't accidental. It was a deliberate design, my contribution to the early days when the code came out of a cellar in Bratislava. The design was based on my pet science of "Social Architecture", which Wikipedia defines as "the conscious design of an environment that encourages a desired range of social behaviors leading towards some goal or set of goals." I define this as more specifically as "the process, and the product, of planning, designing, and growing an online community."

One of the tenets of Social Architecture is that how we organize is more significant thanwho we are. The same group, organized differently, can produce wholly different results. We are like peers in a ØMQ network, and our communication patterns have a dramatic impact on our performance. Ordinary people, well connected, can far outperform a team of experts using poor patterns. If you're the architect of a larger ØMQ application, you're going to have to help others find the right patterns for working together. Do this right, and your project can succeed. Do it wrong, and your project will fail.

The two most important psychological elements are that we're really bad at understanding complexity and that we are so good at working together to divide and conquer large problems. We're highly social apes, and kind of smart, but only in the right kind of crowd.

So here is my short list of the Psychological Elements of Software Architecture:
  • Stupidity: our mental bandwidth is limited, so we're all stupid at some point. The architecture has to be simple to understand. This is the number one rule: simplicity beats functionality, every single time. If you can't understand an architecture on a cold gray Monday morning before coffee, it is too complex.
  • Selfishness: we act only out of self-interest, so the architecture must create space and opportunity for selfish acts that benefit the whole. Selfishness is often indirect and subtle. For example, I'll spend hours helping someone else understand something because that could be worth days to me later.
  • Laziness: we make lots of assumptions, many of which are wrong. We are happiest when we can spend the least effort to get a result or to test an assumption quickly, so the architecture has to make this possible. Specifically, that means it must be simple.
  • Jealousy: we're jealous of others, which means we'll overcome our stupidity and laziness to prove others wrong and beat them in competition. The architecture thus has to create space for public competition based on fair rules that anyone can understand.
  • Fear: we're unwilling to take risks, especially if it makes us look stupid. Fear of failure is a major reason people conform and follow the group in mass stupidity. The architecture should make silent experimentation easy and cheap, giving people opportunity for success without punishing failure.
  • Reciprocity: we'll pay extra in terms of hard work, even money, to punish cheats and enforce fair rules. The architecture should be heavily rule-based, telling people how to work together, but not what to work on.
  • Conformity: we're happiest to conform, out of fear and laziness, which means if the patterns are good, clearly explained and documented, and fairly enforced, we'll naturally choose the right path every time.
  • Pride: we're intensely aware of our social status, and we'll work hard to avoid looking stupid or incompetent in public. The architecture has to make sure every piece we make has our name on it, so we'll have sleepless nights stressing about what others will say about our work.
  • Greed: we're ultimately economic animals (see selfishness), so the architecture has to give us economic incentive to invest in making it happen. Maybe it's polishing our reputation as experts, maybe it's literally making money from some skill or component. It doesn't matter what it is, but there must be economic incentive. Think of architecture as a market place, not an engineering design.
These strategies work on a large scale but also on a small scale, within an organization or team.

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