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Software engineering’s F word

I know of two conversation topics that are guaranteed to make software developers feel uncomfortable, and even walk away: 1) complaining about ChatGPT’s refusable to say anything nice about Adolf Hitler, 2) enquiring why so few people are willing to talk about software engineering’s three letter F word (I actually say the F word).

Academics don’t like to use the F word, preferring phrases such as recreational value (and then only for Open source; earlier this year, I used hedonistic activity in the title of a blog post). A 2012 review of motivation in open source development found 10, out of 40, papers listing the F word as a motivator (all published in management related venues).

The F word occurs in the title of a 1991 article in the newsletter The Software Practitioner, aimed at professional developers: “Torn Between Fun and Tedium” by Bruce Blum. The article appears to be lost, but is discussed in the book software creativity 2.0 by Robert Glass.

Blum assumes that software development work is either Fun or Tedium, and assigns a Fun/Tedium percentage to various phase of a Waterfall software lifecycle.

Selling the project concept is assigned 100/0 by Blum, (i.e., 100% Fun; me: 80/20), developing the requirements is 50/50 (me: 20/80), top level design is 40/60 (me: 80/20), detailed design 33/67 (me: no idea), programming 75/25 (me: agree), testing 33/67 (me: 75/25), and maintenance 0/100 (me: 25/75).

I regularly have younger developers tell me that they picked a particular new technology because it looked like fun to learn and use; older developers have been through this phase new technology phase, and sometimes other phases, and have moved onto being more interested in avoiding grief.

Where is the evidence for this fun seeking? Asking developers about fun in their software engineering day job is not socially acceptable, but it is ok to ask about fun in personal projects.

I suspect that managers who have had little contact with working developers would be shocked by the extent to which fun motivates developer decisions; managers who have had to deal with the practicalities of herding developers less so.

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