Monday 2 February 2015

How to develop excellent software

How to develop excellent software

In this article I'm going to describe the top 10 application growth misconceptions my company prevents. By avoiding these misconceptions and working on quality, we are able to make high quality application.

Myth 1) Software must be developed in details before growth begins, so that a obvious plan can be out-layed.

The truth) The more complicated a style, the more like application the style itself is. By mastering a style, then composing the application to that style, you're successfully composing the work twice. Instead, by doing just some simple style images and information acting rather than a book-like style, a good group can make a spend for the application and successfully improve it towards the completed product. This procedure of improvement makes natural prototypes, allows easy variation when problems that would be inadvertent by a style occur (or raised as clean problems by a client), and the complete procedure requires a lesser amount of time. To take this off needs a close group, expertise, and experience, but it is by far the best choice for almost all circumstances.

Myth 2) There are developers, developers, experts, and customers.

The truth) By constructing growth so that all developers get some contact with each part of the growth procedure, abilities may be distributed and higher understanding may be obtained. If developers are motivated to actually use the application then they can use that abilities to think of developments that otherwise would not come to light.

Myth 3) A happy team is a productive team.
The truth) A team of people with a wide variety of natural skills, experience and concern, that criticizes each other and argues vehemently over the smallest details, will bring up and resolve issues that otherwise would never be tackled. A furnace of relentless argument is the best way to forge understanding and reach perfection.
Myth 4) It's important we understand our direction and don't compromise with it.
The truth) Life is compromise, and compromise is not a weakness. There will always be issues (such as efficiency, budget, ease-of-use, power, scope, and the need for easy internationalization) that cannot be simultaneously met without such compromise.


Belief 5) We know what the consumer wants, we know what the issues are.

The truth) Without continuous re-evaluation, it is simple to forget the purpose. Designers are often experienced with issues to fix that they consider the issues, when those are actually divided from the real industry objectives and can become completely unrelated. Designers must always comprehend the industry objectives and be able to evolve when other factors modify, or even the objectives themselves modify.

Myth 6) Larger is better. Functions are awesome.

The truth) Functions can quickly mix up customers, and their real value should always be regarded against the price of misunderstandings. In some situations it is sensible to actually eliminate operating features due to such issues.

Myth 7a) The customer is always right.

The truth) Most clients try difficult not to look unaware at the front side of application developers, and hence term their recommendations in a technological way. The impact is that often recommendations are not really appropriate, because they're not established on a strong knowing of details.

Myth 7b) The customer is often incorrect.

The truth) Although clients needs are often not best met by doing basically what they say, they always know what they want and why they want it - and usually for very valid purpose. Understand them and adjust what they say, talk about with them, but never neglect them.

Myth 8) Opinion your rule a lot.

The truth) Excellent rule needs hardly any leaving feedback, because sensible uses of labeling and white-space are better solutions. Comments should only ever describe the non-obvious, or offer conventional API certification.

Myth 9) Such and such is needed, such and such is great.
The truth) A bad workman blames his tools. Whilst some development tools aid development substantially, a good developer can do great results in most things served to them. There are a few exceptions, like Microsoft Access, or assembly language, but generally speaking the difference in quality results is much more due to the skills of the developers than the quality of their tools.

Belief 10) The client will comprehend if there's an effective and easy-to-use interface.

The truth) The interface does not just need to be easy-to-use, it needs to be navigable without an overall techniques knowing. Displays need to be self-describing.



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2 comments:

  1. this info made me capable of making an excellent and a good software.

    ReplyDelete
  2. easy way to develop a good and attractive software...

    ReplyDelete

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