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I've run into this as well. There's a cog in the wheel developer and ... they have their place, and in many orgs they're the only thing that works.

But if you're not that person (and I like to think I'm not) and you are curious and stop to think about second order effects, future features that are a little obvious, and so on ... it's really painful working with those developers who do not.

I worked with one recently, not a bad person at all, but now I'm cleaning up his project that 100% did exactly what the tickets told him to do. And the project that he worked on that was designed to replace a piece of software that had issues ... has every single issue the old one had for all the same reasons (someone coded it in the easiest possible way + only what the ticket told them to).

So frustrating.

I will say this though, I find the use of the term "10x developer" a sort of buzzword smell for the kind of reckless developer with no oversight who "gets the job done" at great cost ... because they can do what they want and then everything is siloed and potentially a disaster when anyone has to touch it or they bolt when it becomes clear their tower of cards is ready to come down.

Not to say I disagree with your statement generally, just that term tends to make me worry.




I'd say that there are two kinds of 10x devs, as per who is doing the determination of '10x':

1. From the perspective of the money folks (managers & up): they get their jobs done very quickly, thus spending minimal time, meaning minimal money.

2. From the perspective of excellent systems design folks: they design an excellent system that addresses subtle problems and foresees and addresses system problems that will occur down the road.

Type #2 folks tend to not add to the org's technical debt; Type #1 folks don't GAF about such considerations -- they meet their quotas, get their perf reviews, and are on their way to their next promotion/position/project.

I'd say there is excellence for excellence's sake, and then there's money-making excellence. Sure, orgs need to make money (or at least break even) to survive, but there's a lot of overlap where being too much one way or the other will be an impediment to long-term viability.


And then at Boeing with #1 the doors fall off…


Be careful about generalizing about Boeing here; it's not really a good example. The door plug incident was entirely caused by managers, not bad engineering.

In this case, the managers knew that if they went back and removed the door plug then it would have to be inspected again. That would cost time, and the plane was already behind schedule. Their bonuses were in the line, so they got together to find a solution. The solution that they found was to skirt the inspection rules using semantics. They decided to have their employees loosen the bolts, shift the door plug a little, do the required work, and then put everything back. This allowed them to claim with a straight face that they hadn't ”removed” the door plug, and therefore it didn't need to be inspected.


It was bad engineering full stop.

Yes the root cause might stem from management but good engineering would not have the doors flying off... thus bad engineering. Regardless of everything else, engineers are responsible for their designs at the end of the day. (Yes when management only approves cheap unsafe designs)

Otherwise you are "just following orders" which is not a viable leg to stand on.


I disagree. First, remember that we’re not talking about doors here, but walls. Specifically, a door plug which is a type of wall segment that can be put into the space where room was left in the airframe for an optional door. If you cannot get that detail correct, maybe your opinion doesn’t count for much.

Second, the steps for assembly of an airplane are all very important. If any of them are skipped or left out somehow, the plane will break! You can’t engineer your way out of this problem either: the more ways you add of attaching that door plug to the airframe, the more possibilities there are for mistakes. That’s why the assembly process requires one team to install the plug and another team to verify that installation was completed correctly and according to the specifications.

Any time you have managers using semantics to weasel their way out of the inspections that verify that the plane was assembled correctly, that’s the mistake. Full stop. Fire those idiots.


You absolutely can engineer your way out of those problems. There is always a simpler, easier way to put things together.

https://x.com/SpaceX/status/1819772716339339664

I think what happened is, Boeing codified all these labor-intensive manual processes back when they were riding high. The planes were selling well, they were state of the art. Now, 30 years later, it takes the same amount of effort to put everything together without mistakes, but the relative value of the finished product is less.


Not sure what that has to to with writing software. If I take your perfectly written code and run it on bad hardware that corrups memory and a CPU that does math wrong (aka don't tighten the bolts down all the way), it's going to cause problems, regardless of if it was a #1 or #2 type engineer that designed the system.


> the doors fall off

"That’s not very typical, I’d like to make that point."

https://m.youtube.com/watch?v=8-QNAwUdHUQ


I'm kind of in that boat as a "reckless developer". I come in and write little tools to help people workflows, automate something that was a manual process or a shell script to get the job done instead of doing it by hand. Some of these scripts can grow into big projects over time depending on if I'm the end user or someone else. No one asks me to make these things, I just see a issue to resolve and I resolve it. I like to call my self a hacker really since it makes sense in the old terminology of what I do with the many hats that i wear.


> if you're not that person and you are curious and stop to think about second order effects, future features that are a little obvious, and so on ... it's really painful working with those developers who do not.

Not only that, but it's also really painful working in a system which doesn't really value your artwork because you're not on the product team, and shouldn't be making product decisions.


I understand your concerns around 10x Dev. May I suggest a different term more specific to this discussion? "Tool builder", as in, one who builds tools for them self, and possibly shares with others. I have worked with programmers that were not outstanding in terms of pure computer science, but could build a tool or two to get leverage, especially around system transparency/debugging, etc.




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