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Ask HN: What steps do you take to plan a new project?
60 points by foxfired on Oct 22, 2017 | hide | past | web | favorite | 17 comments
How do you plan/document your project?

Every time I start one, it is a combination of code, research, prototyping, sparse documentation. In other words it is very disorganized. At some point I have a bunch of different files, apps, documents, not entirely related that I have to stitch together to make sense of anything.

Does any one have a solid process for planning a project?




My process feels much less like engineering and more like utter chaos, but it works for me.

I start by defining the minimum viable product. Emphasis on minimum. It should be painfully minimal, and missing all sorts of features, but works roughly well enough to be a good litmus test.

That's it. Then I build it.

Based on the feedback / information gleaned from building the MVP, I often pivot. This frequently involves tossing some things out and rewriting other things. But generally, it means planning the next phase. Here, I ask, "What is the single most important thing I can do to make this project more useful for the intended users?" And that's what I design / build.

Repeat indefinitely.

[Edit: Documentation is sparse. I like to comment the top of each source file with a brief description of what it's for. If there's something really key to the project or that is reused a lot, I'll drop a readme into the same folder as the source, and document it the way I would an OSS library.

Regarding prototypes, it takes a lot of discipline, but I always throw 100% of my prototypes away. In the past, I didn't do this, and I always regretted it.]


Oh that's interesting. I do the same thing but treat it as an engineering process.


I used to do prototypes and then throw them away or completely rewrite them. Now what I do normally is first define the interface I want to use with a small example snippet, then work on that. Of course this only works with projects where I know the direction slightly, other times I still go the prototype+redo route.


Heavily refactor the code and files constantly. Split a huge file into different files, put them into "src" or "app", etc. You should be doing this fairly frequently if there was little planning or the project is quite experimental.

When you have everything clear from the beginning try to anticipate and plan the structure beforehand. But still refactor as needed.

As the final version is near, start improving/making the documentation. Too early and you'll have to change many things, too late and it'll seem like a huge different optional task (which it is normally not). BTW, I am the creator of https://documentation.agency/ if you need some help there.


Documentation as a service sounds really valuable to me as an engineer. I personally love solving a problem and building a solution framework, but never feel I do enough justice to help whomever comes after me.


The target is not so big as I initially though. Individual developers would (I think) not normally pay for that, and mid-big companies have their own team.

So this is either for developers who can spare some money for great docs or for small companies doing OSS.

Question, what is stopping you from contacting through the form? Maybe I can also learn how to improve it.


First design the team workflow. Github / Slack / Pivotal / CircleCI / etc. Are enough to manage any distributed team. But make sure you hard encode the practises as rules. Decide beforehand: are we doing weekly sprints or all-hands release milestones? And make sure everyone is onboard and sticking to the rules. This is useful even (or especially) as a solo developer. And could just be as basic as a google doc spec. But design the process before beginning the product. Of course you don't have to be extremely orthodox about it. The process evolves with the project. But having that baseline of communication channel flow and global source of truth is rather critical.

Then, you should be hearing the voice of Peter Norvig as he demonstrates a Sudoku Solver in your head. "Solve the problem first". Make sure your tech actually functions before building the UX, product or company around it. Actually, in my experience, its only once you explore the problem space that the use cases begin to pop out at you.

Another trick to jump start inspiration is to have something tangible. This could be a brand name for which you register the domain. Or a unique logo. This first baby step to make it "real" can often become a rallying point that drives initial momentum.


My first thought is "How much of this can I get to work in a day or two using mostly shell scripts, existing programs, and text files?"

My first drafts of web apps always look exactly like this:

    <!doctype html>
    <title>Foo
    <link rel=stylesheet href=index.css>
    <div id=app />
    <script src=index.js></script>
I've also embraced a kind of chaotic method, analogous to "write drunk, edit sober."

Getting something to work with purposefully bad code is a productivity hack for me. Refactoring it later is enjoyable and often necessary, but the separation of mindsets is crucial.

It's like what the XP guys called spike solutions. Make sure that you can plausibly get from A to B without caring at first about performance and elegance. This gives you information and confidence.

In my experience, developing cannot be a clean and controlled process unless you're doing something you've already done before.


Company project? Google's design sprint is good methodology.

Personal project?

1. Market research. If it's something worth doing, someone else has done a similar solution. Ideally, the competitor is a hacky solution, built off some forum, community, or an Excel sheet, and has become really tedious. If there is no competitor, there is no market.

2. Pull feature lists out of their feedback of that tool. A couple of hours reading reviews and Reddit discussions does a better job than focus groups.

3. Hack a disposable prototype. Key word disposable. It will be buggy and ugly but do a better job than the existing tool. The key is to gather information.

4. Get feedback from the prototype. Ideally do this in person - you want to see the point where people get excited.

5. Focus on the features people love. Think about suggestions and complaints. Don't implement immediately, but find out why they ask for it.

6. Iterate and improve.


> If there is no competitor, there is no market.

Wut. If Steve Jobs had thought that or followed this advice, there would be no iPhone.


I mean competitors in solving a similar problem, not using the same approach.

The competitor to the iPhone was the smartphone - a device running on Symbian with 9 buttons, Java apps, and Internet access. Or Blackberry. Android and a third unsuccessful operating system was also in development at the same time.

The Wright brothers had plenty of well funded competitors.

The competitor to the car was the horse.

The competitor to transistors was vacuum tubes.

Reddit - forums Airbnb - hotels Uber - taxis Amazon - book stores Blue Apron - grocery stores + recipe sites

There are some exceptions. I'm sure time travel and teleportation has a huge market. But does it?

It's difficult to invent teleportation because there is no attack. Many inventions are variations on others.

And when teleportation is possible, it would still compete with transportation. Prices would anchor on to existing transportation. Why would I teleport to school and risk cancer if I could take a bus? Why would I pay a hundred thousand dollars to teleport to my parents' house if I can just fly to get there in 4 hours and $100?

There are plenty of use cases for teleportation but these have to solve existing problems better. Sending things to space for example, or sending TVs from US to UK.

The case is similar with any other technology, whether it's AR or AI. You can seemingly apply them everywhere, but a good start is to apply them to something they're not solving.


Many million mobile phones were being sold per year, from 10ish big companies.


Would you like to owe one of those phone or the iphone 1 now ?


I did own one of those Symbian phones for a long time and only switched to a Samsung S2 later on. The iPhone 1 had worse games and was too expensive for the regular things like calls, SMS, music, and photos.


I try to keep a fairly small number of sub folders that are well named. I keep a file that lists what each folder is for. I also like to keep a TODO.txt that I append to the top with a date an what needs to be done next.

I write a few tests and some good comments on code that I feel is likely to change. There is always the tendency to not write either of these, but I think it is important if you want to iterate fast.


For my present project, where I'm trying to build the first company worth $1 T:

At my computer I noticed that I didn't have a good way to do something I wanted to do.

Hmm, could there be a project here? Well, I noticed that likely and apparently so far there wasn't a good way to do that and that nearly every user of the Internet in the world might want to use a good solution 1-5 times a week.

So, thought of how I might get a solution:

So, okay, broadly implement the solution as just a Web site.

Next, at the site and elsewhere, collect some good data, use some good, original applied math derivations, and report the results that people would like for the problem.

I investigated what had been done so far, didn't like any of it, and guessed that I might be able to do better.

So, I put my feet up, popped open a cold can of diet soda, reviewed some of my favorite grad school pure math material, took some fairly standard themes in pure and applied math, and did some fast derivations. There I needed to solve some problems from not always having as much data as I would like and some problems in making the data manipulations and calculations nicely fast.

Really, there were those two problems and at least two more. I found what appeared to be good enough math approximation solutions to all four of the problems.

I turned the work, the problem description, the broad ideas for getting the data, the math ideas, etc. into a paper I typed into D. Knuth's math word wacker TeX. There I also typed in the math derivations with the assumptions, definitions, theorems, and proofs.

I reviewed, thought about, and gave a critical review of the material and concluded it looked solid enough.

The math derivations were a solid outline of the crucial core of the software. I also did some work on the design of my SQL database tables, again to make the data handling easy and fast. Then the rest was mostly just for the Web site. So, I learned some HTTP, HTML, CSS, and Windows ASP.NET, designed the Web site and its Web pages, and did the programming for the Web pages. The applied math code is in other programs that communicate with the Web software via object instance de/serialization from/to byte strings and sent via just TCP/IP sockets. That applied math software is single threaded, and the queuing is handled by the TCP/IP FIFO queuing.

There were two big, unexpected problems:

(A) Documentation for what I was using on Windows. So for .NET, SQL server, etc., I found, downloaded, read, abstracted, and indexed 6000+ Web documents. That took a long time.

(B) The motherboard of my development desktop computer got temperature sensitive and gave me some serious boot partition data corruption.

From the beginning through the TeX document, the work went so fast there wasn't much concern about planning.

Once the programming started, the work that was unique to my project was fast, fun, and easy, but unexpected problems (A) and (B) were very costly.

"Fast, fun, and easy"? Yup, since I did the original applied math, programming that was easy for me. For learning HTML, CSS, SQL, etc., that was plenty easy enough.

But a typical problem was a seemingly trivial one -- getting a connection string my Web page code could use to get to SQL Server. Just getting a connection string to work took about a week of throwing stuff against the wall to see if it would stick. I did find a connection string that worked; I still have no idea why that connection string does work but the dozens of others I tried didn't.

At this point the plans are:

(1) Get the development computer back to working again; the main work here is a lot more software installing and configuring.

(2) For some of the crucial applied math code, some of the data indexing is a bit tricky. I've tested that code three times finding no problems, but I want to test it once more.

(3) Then I want to complete a good alpha test.

(4) I'll need to gather and add quite a lot of initial data to my SQL Server data base.

(5) I'll do a semi-public beta test; I intend to ask for beta testers on HN.

(6) Then I'll do the routine things to go live, e.g., tax ID, telling my county about my business,getting a business bank account, etc.

(7) I'll see what the ad networks want me to do to run their ads.

(8) I'll make some efforts at publicity.

(9) I'l go live.

All of (1)-(9) are routine and shouldn't take too long.

Net, the stuff unique to my project was so easy (with my background) that no planning was necessary. For the rest, it was all routine except for unexpected things that I could not have planned for.

But, as software development goes, it's not a really big project: The production code is 24,000 programming language statements in 100,000 lines of typing -- lots of comments in the code. So, with such a small software project, the unexpected problems shouldn't be to serious.

So, the code is short and efficient but, due to the math, should provide the first good, and an excellent, solution to the problem.

So, really, I did do some planning, but due to the unexpected problems the planning didn't do much good!

Maybe the usual lesson is that planning can work well if doing a project one more time where have successfully done a dozen or so earlier versions!

That also holds just for cooking beef stew: The first effort might take too long and yield stew that's not very good! But trial 12 might be fast with terrific results!


> So, really, I did do some planning, but due to the unexpected problems the planning didn't do much good!

'Plans are useless, but planning is indispensable.' - Dwight David Eisenhower, who knew a bit about planning.




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