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1. doctor+(OP)[view] [source] 2023-10-12 21:15:05
> In contrast, most of us work in organizations with the exact opposite leadership mentality, namely "get your work done as quickly as possible so we can sell more product, and fudge whatever you have to to make it through quality testing unscathed".

When I was in leadership and advocated for getting things done as quickly as possible, the principle reason is that it didn't matter: the company already failed by the time I had subordinates. My reward was that I got 4 extra years of my life back by leaving 1 year in rather than at the bitter end, compared to my colleagues.

It's my opinion that most companies are 90% operating failures / doing stuff that doesn't make sense, while there is 10% that does make sense and subsidizes all the failure. Some people call this taking risks, and indeed the worst places to work take the fewest risks, but I don't think the two are related.

Also the Lisa was a disaster. I don't think there is generalized advice here, even if you have all the conditions where craftsmanship and aesthetics are literally the #1 values your product has.

replies(1): >>johnny+yQ
2. johnny+yQ[view] [source] 2023-10-13 04:01:33
>>doctor+(OP)
>It's my opinion that most companies are 90% operating failures / doing stuff that doesn't make sense, while there is 10% that does make sense and subsidizes all the failure. Some people call this taking risks, and indeed the worst places to work take the fewest risks, but I don't think the two are related.

so, is the metaphor of drawer useless in software? Is there no point taking pride in the craft because it's all going to fail anyway?

I don't mean this rhetorically. I just genuinely wonder what and how different people's mindsets are with respect to work in the field. I work in games so success is rarely guaranteed, and shorcuts often taken. There's very few times I can say that better code would have saved a game financially.

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