
Codermetrics
Description
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Content
- Intro
- Table of Contents
- Preface
- Organization of This Book
- Safari® Books Online
- How to Contact Us
- Acknowledgments
- Part I. Concepts
- Chapter 1. Introduction
- Chapter 2. Measuring What Coders Do
- The Purpose of Metrics
- Metrics Are Not Grades
- Team Dynamics
- Connecting Activities to Goals
- Good Metrics Shed a Light
- Examining Assumptions
- Timeout for an Example: The Magic Triangle (Partially) Debunked
- Patterns, Anomalies, and Outliers
- Peaks and Valleys
- Ripple Effects
- Repeatable Success
- Understanding the Limits
- Timeout for an Example: An Unexpected Factor in Success
- Useful Data
- Choosing Data
- Obtaining Data
- Spotters and Stat Sheets
- Fairness and Consistency
- Timeout for an Example: Metrics and the Skeptic
- Chapter 3. The Right Data
- Questions That Metrics Can Help Answer
- How Well Do Coders Handle Their Core Responsibilities?
- How well do coders write code?
- How well do coders design their code?
- How well do coders test their code?
- How Much Do Coders Contribute Beyond Their Core Responsibilities?
- How many areas do coders cover?
- How effectively do coders take initiative?
- Do coders innovate?
- How well do coders handle pressure?
- How well do coders deal with adversity?
- How Well Do Coders Interact With Others?
- Do coders demonstrate leadership?
- Do coders inspire or motivate their teammates?
- How well do coders mentor others?
- How well do coders understand and follow directions?
- How much do coders assist others?
- Is the Software Team Succeeding or Failing?
- What is the user response to each software release?
- How is the software doing versus competitors?
- What is the quality of each software release?
- How efficiently does the team deliver new software releases?
- Timeout for an Example: An MVP Season
- The Data for Metrics
- Data on Coder Skills and Contributions
- Productivity
- Speed
- Accuracy
- Breadth
- Helpfulness
- Innovation and Initiative
- Data on Software Adoption, Issues, and Competition
- Interest and Adoption
- Notable Benefits
- User Issues
- Competitive Position
- Timeout for An Example: A Tale of Two Teams
- Part II. Metrics
- Chapter 4. Skill Metrics
- Input Data
- Offensive Metrics
- Points
- Utility
- Power
- Assists
- Temperature
- O-Impact
- Defensive Metrics
- Saves
- Tackles
- Range
- D-Impact
- Precision Metrics
- Turnovers
- Errors
- Plus-Minus
- Skill Metric Scorecards
- Observations on Coder Types
- Architects
- Senior Coders
- Junior Coders
- Chapter 5. Response Metrics
- Input Data
- Win Metrics
- Wins
- Win Rate
- Win Percentage
- Boost
- Loss Metrics
- Losses
- Loss Rate
- Penalties
- Penalties Per Win (PPW)
- Momentum Metrics
- Gain
- Gain Rate
- Acceleration
- Win Ranking
- Capability Ranking
- Response Metric Scorecards
- Observations on Project Types
- Consumer Software
- Enterprise Software
- Developer and IT Tools
- Cloud Services
- Chapter 6. Value Metrics
- Input Data
- Contribution Metrics
- Influence
- Efficiency
- Advance Shares
- Win Shares
- Loss Shares
- Rating Metrics
- Teamwork
- Fielding
- Pop
- Intensity
- Value Metric Scorecards
- Observations on Team Stages
- Early Stage
- Growth Stage
- Mature Stage
- Part III. Processes
- Chapter 7. Metrics in Use
- Getting Started
- Find a Sponsor
- Create a Focus Group
- Choose Trial Metrics
- Conduct a Trial and Review The Findings
- Introduce Metrics to the Team
- Create a Metrics Storage System
- Expand the Metrics Used
- Establish a Forum for Discourse
- Timeout for an Example: The Seven Percent Rule
- Utilizing Metrics in the Development Process
- Team Meetings
- Project Post-Mortems
- Mentoring
- Establishing Team Goals and Rewards
- Timeout for an Example: The Turn-Around
- Using Metrics in Performance Reviews
- Choosing Appropriate Metrics
- Self-Evaluations and Peer Feedback
- Peer Comparison
- Setting Goals for Improvement
- Promotions
- Taking Metrics Further
- Create a Codermetrics Council
- Assign Analysis Projects
- Hire a Stats Guy or Gal
- Timeout for an Example: The Same But Different
- Chapter 8. Building Software Teams
- Goals and Profiles
- Set Key Goals
- Identify Constraints
- Find Comparable Team Profiles
- Build a Target Team Profile
- Roles
- Playmakers and Scorers
- Defensive Stoppers
- Utility Players
- Role Players
- Backups
- Motivators
- Veterans and Rookies
- Timeout for an Example: Two All-Nighters
- Personnel
- Recruit for Comps
- Establish a Farm System
- Make Trades
- Coach the Skills You Need
- Timeout for an Example: No Such Thing As a Perfect Team
- Chapter 9. Conclusion
- Appendix A. Codermetrics Quick Reference
- Appendix B. Bibliography
- Index
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