How do you implement skip logic branching efficiently in an iOS app? - ios

Let's say I wanted to make an app where people would ask questions and get questions, based on their responses.
What's an efficient way to do that?
I get the feeling creating many View Controllers is not the way I'm supposed to do it.
I'd like to know what I should do instead, or what concept I need to become more familiar with to implement something like this.

When you say "make an app where people would ask questions and get questions, based on their responses". you have a make a complex logic, there will be tons of If Else and lot more.
I suggest take a step back and start with something small. which doesn't require much complex logic, for eg. attached gif. simple storytelling app which "Show some content, answer some and get new question based on your answer".
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How precise user stories should be?

I've just started using SpecFlow. It's a tool for creating business understandable test scenarios in a BDD manner. Basically it transforms user stories to unit tests.
I'm a beginner to user stories and I wonder about its length. Is this a good practice to create very precise user stories? Here's an example:
In order to get help
As a StackOverflow user
I want to add post
with name and content
and add tags to it
and format the content
and the information about my post edits to be stored in the system
and some more things like that
Should I keep my stories compact? If so - how can I manage detailed requirements? Or maybe it's nothing wrong in very long and precise I want section in a user story?
If you could develop an entire system in a couple of weeks, and do that reliably, nobody would ever worry about "user stories". They'd just get you to develop the system, sit with you, and tweak it as it went.
User stories only exist in order to get feedback from people who can't be with you all the time, and to help you learn what it is that your users (and other stakeholders) really want.
Here's how I treat a list like this:
In order to get help
As a StackOverflow user
I want to add post
with name and content
and add tags to it
and format the content
and the information about my post edits to be stored in the system
You want to get help. Which of these actually add to your ability to get help? Is it you wanting help, or do you want to offer help to other people? Do you want recognition for the help you're offering other people? The top part of this seems false (and it's why it's really difficult to have these conversations with fake requirements).
I think there are multiple requirements here, and far beyond the scope of just one user story. With an analyst hat on, here's how I might break this down:
In order to award great content with appropriate recognition,
as Stack Exchange,
we want people's usernames to appear with their content.
Of course, the users want this too, but they're not paying for it (except through adverts). So work out who's paying for this, and why.
In order to get more page impressions and keep people on the site for longer,
as Stack Exchange,
we want users to be able to find similar content really easily.
Hm. This one's a bit trickier. See, the user doesn't really want to spend their entire life on StackOverflow. It's just that if we give them the appropriate recognition, and make it easier for others to find their content, they might do that. Not all "user stories" actually benefit users. Find out who's paying for them, and why; then you find your real stakeholder. It's also OK for a story to benefit more than one stakeholder, and it's easy to see how to rephrase this from the user's point of view as well.
format the content
Honestly not sure about this one. It might be about being able to emphasise important points, etc. There are a ton of aesthetic ideals that don't lend themselves well to BDD and automated scenarios. Sometimes the only way to do this is to try, and get feedback.
In order to avoid retyping my request every time
As the user
I want the information about my post edits to be stored in the system
Well, yes, that would be nice.
The thing is that each of these can be developed independently. If you can think of any feature, any item that you could get rid of and still have the release be valuable, put it in a separate story.
If you can replace "I want to..." with "I want to be able to..." it's likely that what you have there isn't a story, but an entire capability. Most people do this instinctively. Lots of people call those "epics".
I've just shown you how I break them down. It's a pretty simple process.
First, look at your requirements. If there's anything for which you can say, "I want to be able to..." or "Someone wants to be able to..." then you know that's a completely different capability, which means it's going to be a separate story.
You can then separate those into contexts. So you might have stories like:
In order to free up our junior traders
We want them to be able to generate contracts automatically
So that they can help with the trade analysis instead of typing.
If that seems too big for the feedback cycle (typically a two-week sprint), you can divide it further.
In order to free up our junior traders
We want them to be able to generate *orange juice* contracts automatically
So that they can help with the trade analysis instead of typing.
Here, we're focusing on being able to trade orange juice, but we could equally narrow the story down to the FTSE, or the US, or the NY stock exchange. This is how we focus the efforts on the thing that will deliver: protecting revenue, lowering costs or generating value.
To turn these into scenarios, I ask, "Can you give me an example of an OJ trade on the NY stock exchange?" If I see anything generic that I don't understand, I ask, "Can you give me an example of that?"
That example becomes my first scenario. The context (given) is defined by the limits of the story. The event (when) is the performance of the capability. The outcome (then) is the resulting value.
In answer to your question - yes, I think it's important to create precise user stories. That means knowing why it's valuable, defining the context that you're going to cover, and suggesting an example of what the outcome might be.
The example you gave is more than just one story, though. It's not precise enough. Hopefully the advice here will help you to narrow stories down to something useful. One or two days is a good length for a story, but if you're starting down this path and find they're a bit longer, that's OK.
Your changes are also stories.
I always advise the following:
Try cutting your stories in scenarios. The more scenarios, the better you can pinpoint when something is going wrong. Give all scenarios subjective names.
Now for example, your test. If step 1 goes wrong, all your other steps are not going to get tested.
Also use the Given, When and Then tags to read your scenarios easily.
So instead, you could say:
Feature: As a StackOverflow user I want to add a post
Scenario: I go to stackoverflow website
Given I open the browser
And I go to the stackoverflow website
When I click New Post
Then a new page appears to insert my data
Scenario: I fill in data for my post - Name and content
Given I do not modify this page
When I fill in name
And I fill in content
Then I add tags to it
And I format the content
Scenario: Check if information about post edits are stored in the system
Given...
Guess you will get where this is going :-)
There is no right detail level of user stories, as user stories shrink in size (scope) and grow in detail (specifications) over time. This slide shows a nice visualization from Gojko Adzic about this: http://www.slideshare.net/chassa/2015-0214agile-reqend2endcomplete/6
For the question on how precise and detailed a Gherkin scenario should be: Scenario should reveal interesting aspects of the user story to be implemented. They should use concrete (key) examples rather than abstract descriptions. The examples should focus on the aspect that should be illustrated. The scenario title should be an abstract description of the rule or aspect that is illustrated with the example(s) provided in the scenario.
You usually start with a main aspect (happy path) scenario, and then try to “break the model” by coming up with new examples (cases) that explore other aspects of the story. You start by asking the questions “How would you try out the story when it was implemented?” (happy path) and “What should happen if …?” to collect potential scenarios to consider (probably defining some of the questions to be out of scope for this story).
After that, you’re trying to answer these questions (scenario title) and illustrate them with concrete examples (scenario steps). This slide gives an idea of “break the model”: http://www.slideshare.net/chassa/2015-0214agile-reqend2endcomplete/61

Struggling with a model because of a lot of data

I'm building an app to write wine tasting notes, and I have to translate this tasting framework (only the first page) into a model.
It's a lot of a data and I'm not sure about how to proceed. I tried to sketch a possible solution in this spreadsheet.
What would you suggest to do? Should I create only one model (Wine) with a column for each wine characteristic?
Thanks!
P.S. I'm learning web development, sorry if my question sounds trivial.
Perhaps not a direct answer to your question but here's a few notes nevertheless:
I'd say for something like wine tasting, I would go for a combination of selects, tags and simple free-text.
This RailsCast should give you a good introduction to the acts-as-taggable-on gem for tagging.
One thing that may be handy when modelling your DB is to look at several wine tasting 'forms' that are already filled out and see if you can see a pattern. Say for Palate/Acidity I would expect the value to be one of light/medium/high, whereas for the Conclusion/Identity it could be pretty much anything.
You'll also need to find the right balance between restricting and allowing the user input. I'd expect your users to be happier with free-text and feeling more restricted with select/radio boxes. On the other hand, it is always easier (for you) to change from a select box to free text, rather than the other way around. Not to mention searching is much easier by selects or tags.
I don't think your question is that trivial and I think you should to simply try it and see. And design with the ability to change in mind.

Recommendation for Filter slider [iOS]

I would like to achieve something like this:
This image comes from this app.
My question is, should I rely on something like this, do it by own, or even if there is some other 3rd pary libary, that I am not aware of, that could be recommended.
I am trying to get more of an opinion, than an actually technical question.
My suggestion is:
go with the github class you linked;
check your UI concept in your running app;
if the UI works well, then either stick with that given implementation, or improve it or look for another one, or build your own.
I think the most important point, when dealing with UI, is (2): you need as soon as possible to be able to test your UI design. Possibly including other people's feedback.
The github control will do wonders to that aim. Then you can also judge better if it is fit for you you or you want something different.
You might even discover that the UI concept is not good for your app, once you see it running, and you will have saved a bunch of time.
I'd build my own. It's pretty simple: overriding touch events and moving "indicator" view frame in TouchesMoved selector.

How to deal with poorly informed customer choices [closed]

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Here's a scenario I'm sure you're all familiar with.
You have a fairly "hands off" customer, who really doesn't want to get too involved in the decision making despite your best efforts.
An experienced development team spend hours discussing the pros and cons of a particular approach to a problem and come up with an elegant solution which avoids the pitfalls of the more obvious approaches.
The customer casually mentions after a quick glance that they want it changed. They have no understanding of all the usability / consistency issues you were trying to avoid in your very carefully thought out approach.
Despite explanations, customer isn't interested, they just want it changed.
You sigh and do what they ask, knowing full well what will happen next...
3 weeks later, customer says it isn't working well this way, could you change it? You suggest again your original solution, and they seize on it with enthusiasm. They invariably seem to have had a form of selective amnesia and blocked out their role in messing this up in the first place.
I'm sure many of you have gone through this. The thing which gets me is always when we know the time and effort that reasonably bright and able people have put in to really understanding the problem and trying to come up with a good solution. The frustration comes in contrasting this with the knowledge that the customer's choice is made in 3 minutes in a casual glance (or worse, by their managers who often don't even know what the project is really about). The icing on the cake is that it's usually made very late in the day.
I know that the agile methodologies are designed to solve exactly this kind of problem, but it requires a level of customer buy in that certain types of customers (people spending other peoples money usually) are just not willing to give.
Anyone any clever insight into how you deal with this?
EDIT: Oops - by the way, I'm not talking about any current or recent customer in this. It's purely hypothetical...
Make your customer pay by the effort you are putting into designing and developing the solution to their problem.
The more you work, the more you get. The customer will have to pay for his mistakes.
Customer will eventually learn to appreciate your experience and insight in the programming field.
Niyaz is correct, unfortunately getting a customer buy-in is difficult until they have been burned like this once before.
Additionally describe to the customer the scenario above and state how much extra it would cost if you went three or four weeks down the line and had to rewrite it due to a change and then let them use the prototype. It may take a few days to put one together so they can see both options (theirs [the wrong way], and yours [the right way]). Remember they are paying you not only for your ability to program but also your experience and knowledge of the issues which crop up.
Whatever the decision the customer makes, ensure that you get it documented, update your risks register for the project with the risks that the chosen implementation will incurr and speak to the project manager (if its not you) about the mitigation plans for them.
I agree with Niyaz. However at the time the customer suggests the change you should work out what the impact of the change will be, and how likely that impact is to happen. Then ask whomever is responsible (it's not always that customer) for the deliverable if they approve the change.
Making the impact clear (more cost, lower reliability, longer delivery time etc) is very important to helping the customer to make a decision. It's very important to describe the impacts on the project or their business in a factual way, and assess how likely that impact is to occur. "Maybes" and "i feel" are very ignorable.
After that as long as the right people approve the change and as long as they pay for it.. well you did give them what they wanted :)
One thing we have done with some success in the past in these kinds of situations is to hand the issues over to the client.
"OK, you want to change it - this is
what will happen if you do that. These
are the issues involved. You have a
think about how you'd like it to work
and then get back to us".
This approach doesn't tend to yield good solutions (unsurprisingly) but does tend to let the client see that it's not a "gut feeling", wild stab in the dark kind of question.
And failing that, it usually makes them stop asking you to change it!
Usually a scenario like this is caused by 2 things. The ones that are supposed to give you the requirement specifications are either don't put their hearts into the project because they have no interest in it, or because they really have no idea what they want.
Agile programming is one of the best ways, but there are other ways to do this. Personally I usually use a classic waterfall method, so spiral and agile methods are out of the questions. But this doesn't mean that you can't use prototypes.
As a matter of fact, using a prototype would probably be the most helpful tool to use. Think about the iceberg effect. The secret is that People Who Aren't Programmers Do Not Understand This. http://img134.imageshack.us/my.php?image=icebergbelowwater.jpg
"You know how an iceberg is 90% underwater? Well, most software is like that too -- there's a pretty user interface that takes about 10% of the work, and then 90% of the programming work is under the covers...." - Joel Spolsky
Generating the prototype takes time and effort but it is the most effective way to gather requirements. What my project team did was, the UI designer was the one that made the prototypes. If you give the users a prototype (at least a working interface of what the application is going to look and feel like) then you will get lots of criticism which can lead to desires and requirements. It can look like comments on YouTube but it's a start.
Second issue:
The customer casually mentions after a quick glance that they want it changed. They have no understanding of all the usability / consistency issues you were trying to avoid in your very carefully thought out approach.
Generate another prototype. The key here are results that the users would like to see instead of advice that they have to listen to.
But if all else fails you can always list the pros and cons of why you implemented the solution, whether or not the particular solution they like is not the one you insisted on. Make that part of the documentation as readable as possible. For example:
Problem:
The park is where all the good looking women jog to stay in shape. Johnny Bravo loves enjoying "mother nature's beauty", so he's lookin to blend in... you know... lookin all buff and do a little jogging while chasing tail.
Alternative Solutions:
1) Put on black suede shoes to look as stylish as you can.
2) Put on a pair of Nike's. Essential shoes for running. Try the latest styles.
Implemented Solution:
Black suede shoes were top choice because... well because hot mommies dig black suede shoes.
Or else, if they won't pay for the effort, just avoid putting that much resources into the solution of the problem, and just give them exactly what they've asked for and then think about it after the three weeks have passed.
Somewhat frustrating, yes, but that's the way it'll always be with that kind of customers. At least you won't be losing money.

How do you incentivize good code? [closed]

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Are there any methods/systems that you have in place to incentivize your development team members to write "good" code and add comments to their code? I recognize that "good" is a subjective term and it relates to an earlier question about measuring the maintainability of code as one measurement of good code.
This is tough as incentive pay is considered harmful. My best suggestion would be to pick several goals that all have to be met simultaneously, rather than one that can be exploited.
While most people respond that code reviews are a good way to ensure high quality code, and rightfully so, they don't seem to me to be a direct incentive to getting there. However, coming up with a positive incentive for good code is difficult because the concept of good code has large areas that fall in the realm of opinion and almost any system can be gamed.
At all the jobs I have had, the good developers were intrinsically motivated to write good code. Chicken and egg, feedback, catch 22, call it what you will, the best way to get good code is to hire motivated developers. Creating an environment where good developers want to work is probably the best incentive I can think of. I'm not sure which is harder, creating the environment or finding the developers. Neither is easy, but both are worth it in the long term.
I have found that one part of creating an environment where good developers want to work includes ensuring situations where developers talk about code. I don't know a skilled programmer that doesn't appreciate a good critique of his code. This helps the people that like to be the best get better. As a smaller sub-part of this endeavor, and thus an indirect incentive to create good code, I think code reviews work wonderfully. And yes, your code quality should gain some direct benefit as well.
Another technique co-workers and I have used to communicate good coding habits is a group review in code. It was less formal and allowed people to show off new techniques, tools, features. Critiques were made, kudos were given publicly, and most developers didn't seem to mind speaking in front of a small developer group where they knew everyone. If management cannot see the benefit in this, spring for sammiches and call it a brown bag. Devs will like free food too.
We also made an effort to get people to go to code events. Granted, depending on how familiar you all are with the topic, you might not learn too much, but it keeps people thinking about code for a while and gets people talking in an even more relaxed environment. Most devs will also show up if you offer to pick up a round or two of drinks afterwards.
Wait a second, I noticed another theme. Free food! Seriously though, the point is to create an environment where people that already write good code and those that are eager to learn want to work.
Code reviews, done well, can make a huge difference. No one wants to be the guy presenting code that causes everyone's eyes to bleed.
Unfortunately, reviews don't always scale well either up (too many cooks and so on) or down (we're way too busy coding to review code). Thankfully, there are some tips on Stack Overflow.
I think formal code reviews fill this purpose. I'm a little more careful not to commit crappy looking code knowing that at least two other developers on my team are going to review it.
Make criteria public and do not connect incentives with any sort of automation. Publicize examples of what you are looking for. Be nice and encourage people to publicize their own bad examples (and how they corrected them).
Part of the culture of the team is what "good code" is; it's subjective to many people, but a functioning team should have a clear answer that everyone on the team agrees upon. Anyone who doesn't agree will bring the team down.
I don't think money is a good idea. The reason being is that it is an extrinsic motivator. People will begin to follow the rules, because there is a financial incentive to do so, and this doesn't always work. Studies have shown that as people age financial incentives are less of a motivator. That being said, the quality of work in this situation will only be equal to the level you set to receive the reward. It's a short term win nothing more.
The real way to incent people to do the right thing is to convince them their work will become more rewarding. They'll be better at what they do and how efficient they are. The only real way to incentivize people is to get them to want to do it.
This is advice aimed at you, not your boss.
Always remind yourself of the fact that if you go that extra mile and write as good code as you can now, that'll pay off later when you don't have refactor your stuff for a week.
I think the best incentive for writing good code is by writing good code together. The more people write code in the same areas of the project, the more likely it will be that code conventions, exception handling, commenting, indenting and general thought process will be closer to each other.
Not all code is going to be uniform, but upkeep usually gets easier when people have coded a lot of work together since you can pick up on styles and come up with best practice as a team.
You get rid of the ones that don't write good code.
I'm completely serious.
I agree with Bill The Lizard. But I wanted to add onto what Bill had to say...
Something that can be done (assuming resources are available) is to get some of the other developers (maybe 1 who knows something about your work, 1 who knows your work intimately, and maybe 1 who knows very little about it) together and you walk them through your code. You can use a projector and sit them down in a room and you can drive through all of your changes. This way, you have a mixed crowd that can provide input, ask questions, and above all make you a better developer.
There is no need to have only negative feedback; however, it will happen at times. It is important to take negative as constructive, and perhaps try to couch your feedback in a constructive way when giving feedback.
The idea here is that, if you have comment blocks for your functions, or a comment block that explains some tricky math operations, or a simple commented line that explains why you are required to change the date format depending on the language selected...then you will not be required to instruct the group line by line what your code is doing. This is a way to annotate changes you have made and it allows for the other developers to keep thinking about the fuzzy logic you had in your previous function because they can read your comments and see what you did else-where.
This is all coming from a real life experience and we continue to use this approach at my job.
Hope this helps, good question!
Hm.
Maybe the development team should do code-reviews of each other codes. That could motivate them to write better, commented code.
Code quality may be like pornography - as the famous quote from the Justice Potter Stewart goes, "I know it when I see it"
So one way is to ask others about the code quality. Some ways of doing that are...
Code reviews by their peers (and reviews of others code by them), with ease of comprehension being one of the criteria in the review checklist (personally, I don't think that necessarily means comments; sometimes code can be perfectly clear without them)
Request that issues caused by code quality are raised at retrospectives (you do hold retrospectives, right?)
Track how often changes to their code works first time, or whether it takes several attempts?
Ask for peer reviews at the annuak (or whatever) review time, and include a question about how easy it is to work with the reviewee's code as one of the questions.
Be very careful with incentivizing: "What gets measured gets done". If you reward lines of code, you get bloated code. If you reward commenting, you get unnecessary comments. If you reward lack of bugs found in the code, your developers will do their own QA work which should be done by lower-paid QA specialists. Instead of incentivizing parts of the process, give bonuses for the whole team's success, or the whole company's.
IMO, a good code review process is the best way to ensure high code quality. Pair programming can work too, depending on the team, as a way of spreading good practices.
The last person who broke the build or shipped code that caused a technical support call has to make the tea until somebody else does it next. The trouble is this person probably won't give the tea the attention it requires to make a real good cuppa.
I usually don't offer my team monetary awards, since they don't do much and we really can't afford them, but I usually sit down with each team member and go over the code with them individually, pointing out what works ("good" code) and what does not ("bad" code). This seems to work very well, since I don't get nearly as much junk code as I did before we started this process.

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