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Sam joins the panelists to talk about frontend and backend team collaboration.
Resources:
Sam Joseph is a CoFounder of AgileVentures, a charity that helps groups of volunteers gather online to develop open source solutions for other charities all around the world. Sam’s been mucking about with computers since the early 80s and followed the traditional education system through to a PhD in Neural Nets. Next he went all industry, researching mobile agents at Toshiba in Japan, going freelance and then swung back to academia to research peer to peer system and collaborative systems. He now spends the majority of his time trying to make AgileVentures a sustainable charity enterprise, with occasional moonlighting as a contract programmer. Check out his blog at nonprofits.agileventures.org.
Please join us in these conversations! If you or someone you know would be a perfect guest, please get in touch with us at [email protected]. Our goal is to get people thinking on the platform level which includes tooling, internalization, state management, routing, upgrade, and the data layer.
This show was produced by Mandy Moore, aka @therubyrep of DevReps, LLC.
TRANSCRIPT:
CHARLES: Welcome to The Frontside Podcast, the place where we talk about user interfaces and everything that you need to know to build it right. My name is Charles Lowell, a developer here at the Frontside. With today also is TARAS: Mankovski.
TARAS:: Hello, hello.
CHARLES: Hey, TARAS:. Today we're going to be continuing our theme when we think about UI platforms and web platforms, continuing the theme of collaboration and with us to talk about this is Sam Joseph. Welcome, Sam.
SAM: Hi, thanks for having me.
CHARLES: We've already talked a great deal about how the way in which your team collaborates and the communication that happens between your team and between the different pieces of software, your system, form one of the pillars of the platform that you can't just take lightly. You need to actually be intentful about that. I was thinking we could kind of start today's discussion, kind of talking about some of those collaborations.
One that we've probably all encountered, which is usually teams will be split into people who are focused on frontend, people who are focused on backend systems, kind of the services that make sure that all of the nodes that are running on our laptops and our desktops and stuff are running smoothly and error-free and obviously, those two groups of people can sometimes arrive with different sets of priorities and how do we resolve those priorities to make sure that that communication flows freely.
TARAS:: What's interesting about these frontend and the backend teams is that our users are not seeing that separation. They only see one thing. They only touch one thing. They actually see as one group but there's tends of be this kind of split between the frontend and the backend. It's kind of interesting that how the user get into this.
SAM: Yeah. Obviously in some teams, there's a very clear cut distinction between people at the backend and working with the components that are serving JSON over the API and there are some people who are very, very focused on the frontend and drilling CSS and a number of bits and pieces or even just staying explicitly on the design or UX design and there's a mythical full stack developer who is up and down the platform. It doesn't run exactly in parallel but there is this key thing which is almost how much sympathy or empathy can you have for another person who is not you, trying to use something that you set up.
If there was a direct parallel, you'd say, "Obviously, all people who will be working on the frontend are more of that sort of person and perhaps, the people on the backend are not so much that sort of person," but actually, I think you can have people who are doing backend stuff and they're designing API is very, very thoughtfully or the kind of people that consumes those APIs and sometimes, you can have people who are very, very focused on the design and the aesthetics when not necessarily so plugged into how will someone else use this, how will it fits into their lifestyle, which might be very different from my own, so that's maybe another axis, if you know what I mean apart from this sort of pure technical [inaudible]. Does that makes any sense?
TARAS:: Yeah. What's interesting is that everyone is trying to do a great job. Everyone is setting out to do something really good. What people's way of expressing good might be different, so if someone could be really focused on the quality of their code like they want to do their version of doing a really, really good job is doing the best code they could write. Sometimes that doesn't necessarily equate to the best user experience. I think everyone that I've met -- engineers who are writing code, almost everyone that I know is trying to do a really good job. If everyone is doing a good job, it doesn't necessarily always equate to the best user experience.
CHARLES: I think we had a reference that everyone wants to make sure that their system is of the highest quality possible but quality in of itself is not an absolute value. It's relative. In other words, a good definition of quality is how well a system is fit to a purpose. If it fits very well to that purpose, then we say it's of high quality but if it fits very poorly to a particular purpose, then we say, "This is a system of low quality," but what constitutes something of high quality is relative to the purpose. The question is, what is the purpose of writing the frontend system? What is the purpose of writing the backend system? So it seems to me you're going to have a lot of dissonance if the purpose is divergent but if they both share the same purpose, then that is kind of standard quality on both sides. Does that make sense?
SAM: That makes sense and what even more makes it tricky is that actually, purposes can evolve over time and so the thing with the frontend that needed to do with the business today is different tomorrow and the day after. The trick then is sort of the frontend and the backend, as people try to do a great their job, there's this question of how far ahead are we looking so you can talk about important things like sort of asking close modification about [inaudible] extension and there's a [inaudible] of different coding heuristics as best practice that say, you should kind of go in this direction.
Sometimes, that will be the hill they want to die on. It's like, "This code needs to be this way because of this thing," and the idea is that it's sort of future-proofing them but I think the messy reality is that sometimes, the thing that you put in place to future-proof, the whole system gets canned. In two weeks, the business changes and what have you, so the extra effort that you are pushing in on one day to protect yourself against changes in the future actually gets lost and perhaps, if only you'd be able to deliver a shortcut pack, this one feature that that will got the next line of funding in, either one advocates cutting corners but... you know what I mean? Like --?
CHARLES: Yeah, absolutely. I just wanted to chime in and vehemently agree with you that the purpose can change radically, especially if you're in an evolved environment. What constitutes the good code or the good quality solution can vary just as radically because it needs to fit that purpose.
TARAS:: When we talk about frontend and the backend, it seems there's this relationship, which is kind of positional like there's the frontend and then there's the backend. One is in sequence from front to back. It's the direction with the frontend. It's closer maybe to the user where the backend is not. But I think in practice, it's probably more like the left and the right hand where when you have to do two things together, you actually need to do two things to coordinate together.
What you describe about and this is I think where taking shortcuts sometimes can actually be a good thing is that if you say, "I'm going to spend the next few weeks on a backend and doing this specific thing," and then you find out that 10 days into the iteration that it doesn't fit, the better approach to synchronize would be to stop the action and realign. But if you persevere, then you might overstep and you actually be out of sync. It makes me think that the art of creating cohesive organizations from development perspective is to create context where the two kind of work in synergy together. I think that's where a good tooling that allows its synergy to exist. I think that's a lot of the work of actually creating systems where the user experience is kind of cohesive and integrated.
CHARLES: Actually, there was something that you just mentioned in there but it's actually a little nugget that I'm curious to explore and that is if you're 10 days in to like a 14-day piece of work and you realize that it isn't right and it doesn't fit with the whole, right action is to throw it away. I feel like software organizations and this might be a little bit off topic but it's something that really is interesting to me, so please indulge me. I feel like we see the product being the kind of the code output, even in Agile environments and there is an aversion to throwing away code that has been written.
There's the, I would say, incentive is to go ahead and persevere because developer time is so expensive. These are days out of people lives, so they've already invested 10 days. Why not just have four more days just so you have it. When in fact, you actually have more if you just throw that work in the trash because it's an obstruction that's not needed. It's a piece of weight. It's actually something that you now are going to own and it's actually going to be cheaper in the long run and it can be more beneficial to your organization to not own it.
Do you all see that happen kind of play out where people become attached to software that they've invested and will make the decision to hold on to it? Say, we'll spend two more days to complete it, even though it's the wrong thing, like identifying which things need to be thrown away? I feel like we don't actually do that very aggressively -- to say, "You know what? We need to not complete this work."
SAM: I think that is a really tricky one because I think whatever people might say, when you spend time working on something, you become emotionally attached to it. I would say strongly that how logical or rational or whatever sort of a person you are, my experience is being that people working on things want to see them used.
I think in a situation with version control where you can keep things on a branch, they can be useful explorations, things don't have to be thrown away in their entirety. Our charity is doing work for the National Health Service in the UK where there's a lot of employees in Europe and I've noticed the user interface that we're supplying them and I was suggesting some sort of minor tweaks and one of the developers has sort of run with the entire, big, advanced search feature that partially solves the problem but brings in a lot of other bits and pieces. He does some good work there. It's a great work but I think he kind of ran further than I was expecting down that line and I think we have now found a much simpler solution that rather than bringing an entire cabinet, it's a little shading off the side of the existing one.
But I think that doesn't have to be a loss and I was reassuring him that the work was valuable and that there is interesting learnings there and potentially, we might use it in the future version of the project and now of course, the way that stuff is moving on, just how it's going to branch, it doesn't mean you can then sort of magically lose some of the work.
In that case of doing this 10 days out of 14 and so on, the real question is can you get any value from switching somebody that fast? If they spent 10 days in and they realized they don't need that thing, it's like can you switch them quickly onto something else where they'll do four days or might they as well, just finish up there and leave that on a branch. That's a pull request that gets closed and it's there to go back to. That's kind of depends team by team about how quickly you can repurpose people missed rigs, if you know what I mean.
CHARLES: I absolutely agree but the key thing is leaving it on a branch and not integrating it into production, like not actually deploying it because I feel like when we see a feature, it's like we've got to get this thing done and it's done and we're just going to get it in versus now that we've learned how to do this, let's put that on a branch and let's rewrite it and let's take a different approach, rather than just being married to the idea that we're going to get it right the first time or that now is the time for this feature because we understand the complexity of what it actually takes. It is a tricky question. I'm wondering if our processes don't include enough implicit experimentation. We talked a little bit about this on a prior podcast that if they don't include some incentive to not deploy features just because you have them.
TARAS:: I think from a business perspective, there's not a lot of model to evaluate a certain thing. We don't have really any effective way of evaluating learning. You can measure code by the numbers of lines of code that somebody wrote and how much of code was shipped but you can't really evaluate how much was learned and how much was persisted.
I think a lot of this work around supporting effective collaboration is in building a cumulative systems of knowledge like why is a good Git history useful is because it has a built in mechanism for understanding history. It gives you a way to return back to time in your project and understand the context of that specific change and I think this is something that really good teams do this really well. They will respect this because when it's necessary, it is valuable to have this. When you don't have it and you are a year into the project and something happened and then, you are using the only thing you have, which is your troubleshooting skills or you are trying to figure something, as supposed to going back and relying on that history, on that knowledge that's built into the system, what I'm trying to get to is there is an element that is inherent to our development process, which is we don't have a way to quantify it. We have no way to really evaluate it. I think this is the problem that makes it difficult to throw away work because you can measure the amount of time they'll spend but you can't measure the amount of learning that was acquired.
CHARLES: Right. Thatís true.
SAM: I think if you have a positive team environment, if you have your team that is stable in there -- your contacts are coming in, the money is there, everybody is there and you've got the team, you don't necessarily be able to measure the learning because the output of the team will be good. They're kind of doing that in the background but I think individual comments are not going to want to pay for learning experience. It's certainly not at the rate of software developer's cost.
Although, the throwing-aways, if you're familiar with the [inaudible] book, which I think is a [inaudible] is the author, you know, build one, to throw away, you will anyway. We have a frontend mob that we run weekly doing frontend stuff and CSS and so on and we've done like it's a mockup for the client and there's this question about in my [inaudible] and so Iím saying to other developers there, "Let's not get too attached to this. We may need to throw it away and it will be a great learning to sort of restart on that." The [inaudible] to look quite nicely and the client might get attached to it. They want to ship it and I'm like, "Well, actually there's a lot of other stuff that needs to happen," and so, it's a minefield. It really, really is.
TARAS:: I think some of the business relationships that we have to this kind of client consulting company relationship, that relationship might not always create the fit to purpose team for specific challenge. You can have a company that has a lot of employees but their team and their team dynamics might not be fit to purpose to the problem they're trying to solve. If you're building a platform over a long time, you want to be creating that space where that learning gets accumulated over time. It doesn't matter what necessarily the relationship is between the companies that are participating in this process. I think what matter is what are you producing as a result.
If you're working together with people from different companies and they're working together and they're building this kind of an environment where you can collaboratively build things together and then people learning from the output and that knowledge is being carried over and people are being able to stack their knowledge continuously over time, if you're creating that environment and you're building a large platform for example, then you are creating a build to purpose kind of technology team to fit what you're looking to accomplish and that'll include consulting companies. I think those team, they're kind of secondary but I think it's just [inaudible] to that. It's like building a quality development organization to fit the purpose of building whatever it is that you're trying to build. If you're building something small, you might have a small team that'll able to build that effectively. If you have something big, you could have a big team that is building that effectively but building that team in a way that is appropriate to what you're trying to accomplish, I think that's the real challenge that company struggles to do.
CHARLES: Yeah. In the context of these real teams, I guess what can you put in place given that you have backend teams, frontend teams and each one of these needs to be specialized. This is kind of the power of the way that people work is that we're allowed to specialize and there's power in specialization. You can have someone who can be super focused on making sure that you have these high throughput backend systems that are resilient and fault tolerant and all these wonderful things, so that they don't necessarily have to have the entire context of the system that they're working on inside their head at a given time and the same thing someone working on CSS or working on a frontend system architecture, which has grown to be a very complex problem domain in its own right.
But these teams can be working in a context with a purpose is whip-lashing around and changing quite drastically and so, how do you then keep that in sync? Because we've identified purpose as being actually something that's quite a dynamic value. How do you keep these teams keyed in and focused and so, that they're kind of locked in on that similar purpose of they're going to be adapting the systems for work that they're responsible for and specialties that they're responsible for to match that?
SAM: It's a good question and I have my own bias view there --
CHARLES: I would love to hear it.
SAM: I can't bear working on things where I don't understand in great detail how that end user has experienced or what is the effect overall that it's trying to be achieved. You know, I've been working in boards between the industry and the charity for like 30 years and I know people are commenting like, "You were the person who wants to understand everything."
I think there were some people who are maybe quite satisfied who get ticket off the general board or what have you and work on that thing and if the API specs have filled in, so that's it. Go home and they weren't losing a sleep over it. But I think if youíre going to be dealing with these changes and sympathetic that the changes is coming down the path, I think you need to have some degree of empathy with the people who are driving the changes. Do you know what I mean?
CHARLES: Oh, absolutely yeah.
SAM: You know, as we've mentioned already, I think people get attached to what they build and I don't think you can do anything about that. They will get attached to what they build.
CHARLES: Yeah, we've all experienced it. It's so true. It's impossible to [inaudible].
SAM: Yeah. We can try and target it but it's sort of part of our nature. I think there are sort of the tools of the design sprint, of the design jam, of these sorts of things where if you can build to some level is obviously that it can't be shipped but can actually tease out the needs of the user, the designs sprint, the Google team, they have an example with kind of like this robot for hotels where it's like the whole thing is they can have robots that can deliver toothpaste to your door if you run out of toothpaste. In this design, obviously, that would be a huge undertaking to make that as a sort of our production system but they used like a remote control of a robot to simulate all of the key touch points when the client of that hotel, will actually interacts with that robot.
I think the same is true when you're building these systems if you can, again going to touch back on we don't fit a code in that way that I think an ever better thing is not be building the code in the first place and to build an almost a non-code system and then, maybe some of the backend are not going to be interested in the results of what people have learned through this kind of user experience trial before they [inaudible] forever but I think it's seeing other people try to use the end system that puts you in place where you can be empathetic.
I argue for the bias point of view that I think people on the backend of Netflix, trying to optimizing the streams in that or the other, they need to spend some time watching Netflix or at least watching the comedy of Netflix in order to empathize of how their work relates to the end experience and then, when those end experience needs changed, it's important for them to make change on the backend. Do you know what I mean?
CHARLES: Right, exactly. They have to watch through that kind of glass window where they can actually help the person. They can't give them any information. The only levers of control they have is through their own work, making the thing changes that they need to make on the backend, so that one of those users is going to have a good user experience.
This idea reminds me of something which I believe is the case at Heroku where they rotate everybody in the company through pager duty, which I think is kind of a brilliant idea where the entire team is responsible for providing technical support to the end users. When a problem arises, you get to understand what it's like to be someone who's trying to use the system. You get to exposed to the satisfaction, whether an issue was resolved or when it's working correctly or your pager is quiet for your entire shift but you can also get exposed to the frustration that you're engendering in the users if something doesn't go quite according to plan.
SAM: Yeah. I'm not [inaudible].
TARAS:: There is movement in this direction because there is actually a term that has been floating around. It's like a product engineer. It's someone who thinks about the product. These kind of people tend to have the highest value in Silicon Valley as someone who thinks about the product as the outcomes supposed to their code as the outcome. Even in the Agile space, there seems to be movement in that direction because I think one of the challenges, like to do that, you have to understand how you fit into the bigger picture. I could see it being really difficult. Imagine if you're working at a bank or something and being pager duty at a bank would be impossible, simply because their organization is either too big or too sensitive.
The way that their company is dealing with that is they have these group of people where you have a product manager working closely with the frontend engineer and the backend engineer so there's this exchange that is happening where people get to understand the consequences of their actions a little bit more. They understand how things fit together. There is definitely a movement happening in that direction that I think just the more, the better because one of the big differences now is the things that we make are very palatable to the users and the quality of the user experience that users are now expecting is much higher than they were in the past. I think the world is changing.
CHARLES: Yeah. We mentioned this when we were talking before the show but going to the University of Michigan as I did, I was in school with a bunch of mechanical engineers. Their goal was to go work for auto companies: Chevrolet and Ford and everything like that but their mindset was very much, I think the product engineering mindset. All of them loved cars and wanted to be part of building the coolest, most comfortable, most responsive cars. For whatever definition of a good car -- there are a lot of them -- they wanted to design good cars but they were into cars and they were into the experience of driving a car, so what's the equivalent then of that product engineer in software?
I think that every conversation that I had with any of the mechanical engineers who were going into the auto industry, I'm sure there are some of them that were out there but it wasn't about carburetors or whatever. They really wanted to just get into the building of cars. In some aspects, I'm sure they all integrated in some way or another but it was a group that was very focused on that outcome.
SAM: In the UK, I'm hearing this term, 'service designer' a lot that's coming up. Are saying that, Charles, you get the feeling that even getting into software, I'm not so excited about using their own? Like the car, I want this amazing car and then I can drive the car and I'll experience the car --?
CHARLES: Right and other people will experience the car that I've helped design.
SAM: Right and in some way, in software, it's almost like the software itself there's this kind of mathematical beauty of its own and it's like always been more important than the other software heads around me like the software that I wrote. I mean, the user? At the conference and all the software guys love it, that's the key objective, isn't it? Yeah.
I work with a lot of learning developers who are rightly focused on wanting to improve their skills and wanting to level up in particular tech stacks that are the ones that will lead to jobs and the future and financial stability and so on but I kind of wish I could inculcate in them this desire that the user experience was the higher goal than which bit of code does this or the other.
Maybe, I'm being unfair to them when I say that. Coding is hard. There's a lot strange concepts to grasp than sort of grappling with those concepts -- how does this work or why does this work or should I use this function or should I use this method or what have you. I don't know. I think [inaudible] bit a wall when I'm sort of saying like, "Let's think about it through the user perspective, what does the user needs here." It feels like they want the safer answer of what's the correct solution here, how should this be refactored because you need a skinny controller or a fat model or whatever happens to be. I don't know if that's --
CHARLES: Right, like what's going to make my life easier, in a sense of if I'm going to be maintaining this code and it's important. It's very important. You want to be happy in your job, you want to be happy in your work and so, you want to have the skinny control or the fat model because it's going to lower the risk of pain in your future, supposedly. I definitely understand but that can't be the only incentive. I think it's what I'm hearing.
The thought just occurred to me, I actually don't know that much about game development. I know the game industry is certainly has got its problems and I don't know much about the development culture inside the game industry. I do wonder what it's like because it does seem to be somewhat analogous to something like the car industry, where if you're a developer in the game industry, you're probably extremely focused on the user experience. You just have to be. It's so incredibly saturated and competitive for just eyeballs and thumb on controllers. Like I said, I don't really know anything about the game industry when it comes to development but I'm wondering if there's an analogy there.
SAM: Yeah. It sounds strong to me and as much of my cousin who works in the game industry and I sort of taught game programming and work through a lot of it. The game industry has got these sort of user testing experience baked in and it kind of like repeat, repeat, repeat, repeat. There's this sort of constant cycle of doing that and in the somewhat wider software industry, in a certain extent, pay lip service to that.
CHARLES: The game industry, they live and die by that. The code lives and dies by how it actually plays with real users.
SAM: Yes and it feels like in the general world, there's a lot more user interfaces that they just sort of struggle on whatever market dynamics people need to use, these existing vested interest, these banks, these supermarkets and what have you. I guess the market is too big, almost. It's not covered enough but do we really want our industry to be so cutthroat? I don't know.
CHARLES: Yeah. We've kind of seen an example of a couple of industries: the car industry, the game industry which is kind of adjacent to where most software development happens but they have this concept of exhaustive user testing, kind of the pager duty if you will, where you get to experience that. So how do we, on our team and when I say our team, I mean anyone who happens to be listening, what's the equivalent of pager duty for the applications that we write? How can we plug ourselves into that cycle of user-ship so we can actually experience it in a real and repeatable way.
SAM: In the work that we're doing with the NHS, they have a similar program. There's a lot of people who are working purely death by desk jobs but they do have a framework for us to go and observe in the hospitals and emergency rooms and so on. I guess the 'how can we achieve that outside of those clients who have those framework in place,' it seems like maybe we need a version of the cycle where a different person gets to be the product owner and tries to represent what the users are experience each week.
I think almost though, it seems like we need more of that thing you mentioned, Charles which is like kind of being behind the one-way silvered mirror as some sort of framework that connects the loop between some of the individual developers are doing and their experience of how the users are seeing things. I think that's going to be difficult to introduce. Just to sort of back up a little bit with them, I see this kind of idea of Agile, which says, "Let's be using the software which is the thing that's kind of changing and evolving unless you already deployed and you are in the maintenance mode from the beginning and you're getting that thing out there so you have your one-week or two-week or three-week cycles where you keep on having touch points," and I think that's better than touching once every two years.
As malleable as modern software potentially is, it's too sticky. It's like you were saying Charles before with that deploying or whatever, these are all gyros and so, you kind of need a really good mechanism for mocking out interfaces and having users experience and there's a couple of [inaudible], vision and there's something else that's sophisticated systems on the UX space where you can put together sort of a simulation of your interface relatively cheaply and you can run these things and then have sort of video capture of the users interacting with the system.
I think the difficult part that we have in the software industry is we are in this thing, where there's not enough people wanting to be software developers, partly with I guess the cars and the games, is there's so many people want to be game designers that the industry can kind of set the terms but we're in this inverse situation here with software developers where software developers are so much in demand, they can kind of say, "Don't put too much pressure on me. I'll kind of like, I'll go off to different company."
You know, we kind of have to like herd the cats, as they say into allowing these high powered software developers to go in the direction as they want to go in and so, it may be difficult to impose something like that, where you're getting software developers to really experience the end user's pain.
I guess what one has to do is somehow, create a narrative to sell the excitement of the end user experience and the beautiful end user experience to software developers such that they're fully out of themselves and say, "Yes, I want to see how the users are using my software." Do you know what I mean?
CHARLES: Yeah.
TARAS:: Yeah. Because a lot of company had this process where there'll be a product manager, there'll be a designer, they'll design through mock ups and they'll just hand it over to developers to build. There could be some backend, some frontend. I think if you're doing that, there is no emotional engagement between the creators of the actual implementation and the people who are going to be using that.
One way to do that is to try to add more of this actual 'however you do it.' You know, introduce more of the personal experience of the users to go along with the actual mock ups so that people understand like, there's actually be a person on the other end that are going to experience this and create some kind of emotional engagement between these two end. How you do that, I think that's a big question but I think if the organization is simply just throwing designs over to development, that's where the part of the problem is and trying to --
CHARLES: Well, actually, that's a fantastic point because ultimately, we've talked about emotional engagement and attachment to the software being a liability but the reason it exists and the reason it's intrinsic to the way we do things is that's how things get built. We get emotional attachment to it. It's the impetus. It's the driving force. It's literally the emotive force causes us to go forth and do a thing. It's why we're going to do it as a good job.
Like you said TARAS:, if you just kind of throwing your tickets over the wall, there is no emotional engagement and so people will look for it wherever they can find it. In the absence of an emotional engagement, they will create their own which is good quality software that's 'clean' code because people need to find that meaning and purpose in their work. Maybe the answer is trying to really help them connect that emotional experience back to that purpose of the user experience, so that there is no vacuum to fill with kind of synthetic purpose, if you will.
SAM: That's a great point. The charity in AgileVentures that I run, when we get things right, that's the thing that happens in that. We go for transparency at open source. We have these regular cycles where the charity client is using the software in a Hangout with us, with the developers who work on these things and the developers whether they're in a Hangout Live, whether they're watching the video a week later, they see the charity end user struggle with the feature that volunteer developers have been working on and they make that attachments. It's more than just 'I want to learn and level up in this thing.' It's like 'I want to make this feature work for this end user' and we're very lucky to have these charities who allow us to do that level of transparency.
The difficulty often comes that I would see in our paid projects where I would love to be recording the key stakeholders using the system but for whatever political reason, you can't always get that. I think that process of actually connecting the developer with the person who using it and doing that reliably, so that they can have that empathy and then get that emotional connection. It's just tricky in the real world.
CHARLES: It's very hard. One thing that we've deployed on past projects, which I think has worked fairly well is kind of putting a moratorium on product owners writing stories or writing tickets and actually having the developers collaborate with the product owners to write the tickets. In other words, instead of kind of catching a ticket that's thrown over the wall, really making sure that they understand what is the context under which this thing is being developed and then almost as in a code review sense, having the product owner saying, "Actually, the reason we're doing it is this," and having a review process where the developer is actually creating the story in support from the product owner.
Because ultimately if they have that context, then coming up with the implementation is going to be much easier. It's really is about facilitating that upfront learning than being able to do the actual work. That's something but a lot of organizations are resistant to that because the product owners really want to say like, "No, I want it to go this way and I want to just hand this to a developer and I want them to do it."
It's kind of wrestling in control and saying, "You've got veto power over this. You're the editor but we really want to make sure that you're on same page with the developer." In cases where we have been able to kind of have product owners make that shift where the developers are owning the story, oh sorry, or the primary authors of the story and more of the code reviewers of the story, if you will, implementation just seems to go so much more smoothly.
The questions, the key points kind of come out of the front of the process and by the time you start actually working on the thing, the manager or the product owners has the confidence that the developer understands what is involved in making it work.
SAM: Getting that done, what one will say something as tricky to do, I think in the ideal world, you have more of the developers involved in the design sprints or the design jams. The logistics of it are you can't really afford to have all those developers in all of those soft meetings where they are coding away. That sounds a great medium there. I think there's various organizations that do sort of their kick offs where their stories are kind of if not code designed, then there's cooperative voting on the complexities of the stories and making sure that they have folks understand the stories that they're working on and there might have some very different organization that are going to have different constraints on how much time that the organization feels, the different people can be allowed to spent on different sorts of activities. It's sort of tricky, isn't it?
CHARLES: It is definitely tricky because any time that you allocate for people, that's the most expensive resource that you have, so you want to be smart about it.
SAM: Which comes back to that issue then again of repurposing people. If you've got that feature that you go over 10 days, can you say to that person, "Can I switch you over onto this other thing for four days?" Maybe logically, that would be a better outcome for the sprint but maybe emotionally, that person is so attached to that. They are not fighting that front.
The biggest trouble for me, I think over the last 30 years is I assumed that the logical stuff was tantamount. These things like the skinny controller and the fat model, we'd agreed on that that was correct and so, that's why I should pushed for, that's why I should fight for because it's the truth or whatever and actually, maybe I'll sling back around in another 30 years, you can choose your battles because the level of emotional pressure on people, then the whole thing just explodes and nothing gets done. You know what I mean?
TARAS:: Sam, I have experienced something very similar and I think about this all the time. It's just how many perfect things are perfectly acceptable to people in using a different lens when I think about technology because the more skilled you are, I think quite often, people become more pedantic about how they approach things but in practice, the more things that you see that are not written but you realize how really imperfect they are and how in many ways, they fit the world very well, people use it. It's being used by many people in its imperfect state, so there is something like this hole between perfect implementation and the role of this perfect implementation in the world that I think that duality is really interesting.
CHARLES: Yeah. There's a fantastic paper written by, I think it was Richard Garfield back in the late-90s or early 2000s called 'Less is More,' where he kind of talks about this exact tension and he calls it the MIT school of software and the Berkeley school of software and I think Garfield came from the MIT school but basically, the whole thing was saying the Berkeley School is actually right and the name of the paper is 'Worst is Better.' It's a really interesting essay but just talking about working things that are in people's hands will beat the best design every single time because those are the systems that get used and improved.
There's a lot more to it than that. He talks about this exact fundamental tension and obviously, no system exists on either one of those perfect poles -- the MIT school or the Berkeley school. I think what he was trying to point out is that exact fundamental tension that we're talking about, the quest for the 'correct solution' and the quest for a solution. I'm actually have to go and re-read it. I remember it being an intriguing paper.
SAM: I guess the thing that makes me think of is sort of related to philosophy value. I read recently about this, attachment to outcomes. I'm going to segue back but we've got this discussion in one of our teams about, this is sort of microservices versus monoliths and in reading this, I doubt microservices, which is actually pretty radical in some of its suggestions that they're talking about it in Greater Than Code Slack where it's sort of saying that actually, if you keep your microservices small enough, then a lot of the things like code quality become actually kind of irrelevant it sort of almost argues that a lot of the things that we like about the Agile and these things are our ceremonies that are only necessary because we trying to feed these monoliths.
I'm not saying it is true. Iím just saying it's a pretty radical position that itís taking and it certainly, captures the minds of some people in our organization. Some things that I've been trying to make some simple changes just to smooth off some of the edges of the platform that we're working with and I had this respect of like, "No, we can't just make those simultaneous. We need to move to microservices." They're great and it will be perfect and they will allow expansion and so on and my immediate reaction is sort of, "I'm glad we don't have to build microservices because [inaudible]. It's all about attachment to outcomes, so am I attached trying to automate part of my week that I think will have some positive goals in the future? No one's got a crystal ball. That's only a guess on my part.
If I've got some folks who are excited about doing this thing with microservices, maybe I should empower them in that and I should started a mobile microservices and we kind of playing with these set of framework and so on. It's interesting stuff as I'm working my way through the book. At the same time, while we've been doing that, I've actually delegated it to someone else to sort out this sort of thing and I've actually kind of addressed the problem what we would need the microservices for through a different mechanism but still, the microservices thing rolls on and I kind of think, "Well, is that all a complete waste?" But then actually maybe, in two years down the line, it will turn out and that will be a beautiful thing that will enable things.
The further that I go on, the more I say, "I just don't know," and actually, if I can detach myself from caring too much about the outcomes one way or the other, I think it's both long and enjoy myself but it's a tricky thing when you got to pay the rent and pay the bills and so on. I don't see any resolutions to that. I love people being able to use things and get stuff done. I'm so excited about that and I guess, I will keep pushing all of the developers that I'm with towards trying to have a better empathy or understanding of their end users because I think software is more fun when you're connected to the end people who are using that.
CHARLES: Absolutely. Microservices reminds me kind of the experience that we've had with the microstates library. Because we've kind of identified this one very small slice of a problem, a 'refactor,' it's basically a ground up rewrite. If you've got a library that is a couple of hundred lines of code but it presents a uniform API, then you can rewrite it internally. You can refactor it by doing a ground up rewrite and the cardinal rule or the cardinal sin is you're never supposed to do a rewrite.
SAM: Yes and that's the microservices that they're saying. It's like you should rewrite everything all the time, basically.
CHARLES: Exactly. You should always be rewriting it.
SAM: Yeah. Should be able to throw it away because it's a microservice and it can be rewritten in a week and if you're throwing one away, it's only a week worth of work and you can keep on moving away. It is an amazing idea.
CHARLES: I have to read that book. Anyhow, we're going to have you on again to explore --
SAM: Well, let's do another one on microservices. It was a great fun. Definitely, it's time to wrap up but I really appreciate you having me on the show and being able to discuss all these topics.
CHARLES: Fantastic and I can't wait to talk about microservices. This might be the impetus that I need to finally actually go learn about microservices in depth.
SAM: I'll recommend Richard Rodger's book, 'The Tao of Microservices.'
CHARLES: All right. Fantastic. Anything we should mention, any upcoming engagements or podcast that you're going to be on?
SAM: Iím always on the lookout for charities, developers, people who want to help, you can find us at AgileVentures.org. We're busy trying to help great causes. We're trying to help people learn about software development and getting involved in Agile and kind of like experience the real software in action, software development where you ideally interact with the end charity users and see how they're benefitting from the product. We love any support and help. You can get involved in that, if you want to give a little bit to open source and open development. We go for transparency. We have more mob programming sessions and scrum and meetings online/in-house every day, so just come and check out AgileVentures.org and maybe, see you [inaudible].
CHARLES: Yeah and if they wanted to say, reach out to you over email or Twitter, how would they get in touch?
SAM: It's [email protected] and I am at @tansakuu on Twitter. Hit me on Twitter or just at [email protected].
CHARLES: All right. Well, fantastic. Thank you, Sam. Also, if you need any help with your frontend platform, you know where to get in touch with us. We're at @TheFrontside on Twitter or [email protected]. Thank you, TARAS:. Thank you, Sam and we will see everybody next time.
Thank you for listening. If you or someone you know has something to say about building user interfaces that simply must be heard, please get in touch with us. We can be found on Twitter at @TheFrontside or over just plain old email at [email protected]. Thanks and see you next time.
Jacob joins the panelists to talk about team collaboration based on his RubyConf 2017 talk, Code Reviews: Honesty, Kindness, Inspiration: Pick Three.
Jacob Stoebel is a software developer living in Berea, KY. He spends his days writing web applications in Ruby, JavaScript, and Python, working with data, and leveling up as a software engineer. He works and studies at Berea College. You can find out more about Jacob at jstoebel.com.
Please join us in these conversations! If you or someone you know would be a perfect guest, please get in touch with us at [email protected]. Our goal is to get people thinking on the platform level which includes tooling, internalization, state management, routing, upgrade, and the data layer.
This show was produced by Mandy Moore, aka @therubyrep of DevReps, LLC.
TRANSCRIPT:
CHARLES: Hello and welcome to The Frontside Podcast, the place where we talk about user interfaces and everything that you need to know to build it right. My name is Charles Lowell, a developer at the Frontside. With me today from Frontside also, is Taras Mankovski.
TARAS: Hello, hello.
CHARLES: Hello, Taras and today, we're going to be talking like we do every time about a piece of the platform that you used to develop user interfaces frontside at your company or organization or wherever it is that you build software. Today we're going to be talking about a piece of the platform that's very, very critical that often gets short shrift or is excluded entirely from what people think of when they think about their tech stack and that's how we as teams collaborate to build and maintain and produce the quality software that we can.
With us today is Jacob Stoebel. Welcome, Jacob.
JACOB: Hello.
CHARLES: Now, what is it that you do, in your day-to-day?
JACOB: I'm a full-stack developer for a little company called ePublishing and I mostly work in Rails and React.
CHARLES: Rails and React and so, when we were searching for people to talk about how we collaborate these teams, Mandy suggested you because of a talk that you've given at a RubyConf, specifically about code reviews, which I think are actually a huge piece of the collaboration process because it's a major forum where team members get to interact with each other and it's the gateway for making sure code quality is maintained but more than that, I think it's a learning -- a place where we learn. I learned so much both as a reviewer and as someone who is submitting my work and so, it's actually a very important part of the software development process. You have a lot of great examples of how to not do code reviews.
JACOB: Yeah, I think I may have been a little bit too indulgent in that talk. I had a lot of fun. I did some research from other people, mainly from anecdotes. I had research from talking to people about really, all the anti-patterns that come out of code reviews. It seems like every few weeks, I'll see a tweet that says something along the lines about how code reviews are broken.
I don't really know about that and I have to say, I think I'm kind of lucky at my job that I think they're done in a way that really leaves me feeling pretty positive and that's certainly a good thing but I think what it comes down to -- I'm going to sort of talk about where these ideas come from in a minute -- is that we often have code reviews that for one -- and you can tell me how this is for you too -- often the code review is happening at a point so late in the process, where the feedback that you get may not be actionable. Have you experienced that?
JACOB: Before I answer that question, just to kind of echo the sentiment and maybe I'm being presumptuous, I feel like the code reviews that we do are actually very positive, so I haven't got to experience firsthand. Although I have seen conversations on GitHub where it looks kind of like a Celebrity Chef, where you have someone doing the code reviews like Gordon Ramsay up there just screaming and someone has put this plate of food in front of them and kind of picking it apart. That one is extreme but this is actually something that I struggle with, what you were talking about, what is the appropriate point at which to get feedback.
I agree that you want to get feedback as soon as possible and sometimes, when you've invested weeks and weeks into something or you're like at Mile 100 and they're like, "You know, at Mile 2, you were supposed to turn right," and now, you're off in the forest and you've been tracking 98 miles in the wrong direction.
JACOB: Yeah and the work is due, right? This needs to get ships tomorrow.
CHARLES: Right, so you've got massive pressure. This is something that I struggle with myself is when is an appropriate time to really try and be public about what it is that you're doing.
JACOB: Yeah. I think that is a really good question and I think what you're getting at and I would agree is that, the sooner, the better and when you can tighten the intervals between feedback is probably better.
I'll just take a step back and I'm going to take a longer route to go and get to my point. I am a career changer and before I was in this career, I was a high school theater teacher, so it was really different and I won't give answer why I changed other than this is the greatest [inaudible]. But one thing that I really struggled with is I was working with teenagers and I really wanted to see them grow and improve but at the same time, these were kids and they have fragile egos and I don't want to tear them down, so I came across this really interesting framework for feedback. It is called the Liz Lerman's Critical Response Process and I give credit to her in the talk.
This comes out of the dance world. Liz Lerman is a pretty accomplished dancer and choreographer and what she found is that in the dance world and I think it's not too dissimilar from our industry is that the feedback received was often given in a way that was leaving people feel really torn down and mostly, not feeling inspired to go back to their work and make it better. It really felt like feedback is about giving you a grade. It's like, "I'm going to tell you how good of a job you do," and there's certainly a time and place for that but the inspiring question -- I guess the rhetorical question -- that she made is, "Shouldn't the big point about feedback be that it makes you so excited about the work you're doing that you just can't wait to go back to your keyboard and keep working on it," and she found or in the case, back to the dance studio, it really sort of structures this framework for how people can give feedback to a creator and that could be a creator of anything.
You mentioned cooking. This could be about food as well that sort of set some guardrails for how we can give feedback that is useful, it's inspiring and it's kind. I'm going to really distinguish between kind and nice. Nice would be, here I'm going to say things that are only pleasant about your work but what I mean by kind is feedback that is really taking care of your team and making them feel like they are respected and cared for as human beings so they don't go home every Friday afternoon and cry on their couch and just drag and coming back on a Monday. That's kind of the basic idea of why we need, maybe a kind of a framework for getting feedback.
CHARLES: I agree totally. It's almost like you need to conceive of your feedback is not a gate to quality but a gift to embolden somebody. It's like they've just been doing battle with this code, with this problem, they've been grappling with it and it needs someone to wipe their brow and maybe give them a stiff drink, so that they can get back into the ring and be invigorated.
JACOB: Yeah.
TARAS: What I'm hearing in this conversation so far is it's kind of like a tone or way of communicating to the person receiving the feedback but sometimes, no matter what your tone is, depending on how your team is set up, depending on the context of your actual code review, it can still kind of land in the wrong place? Have you experienced that where the team conditions impact your ability to actually provide feedback?
JACOB: I think I know what you mean. I think what you're talking about is this sort of the organizational structures that are set up are sort of lend themselves to certain modes of feedback and discourage others. I will give this example that I've heard from numerous people and I think this is what you're getting at is feedback that's given at the end. Just like I said, feedback that is given the day before, it has to be shared. Or feedback that it's almost like if we work in an environment where sort of like the hair on fire environment where it's like everything was due yesterday, that's not an environment that's going to be conducive to slowing down, taking a step back and saying like, "Let's point out what we think this work is doing? What questions we have about it? Who has opinions about the direction that's being taken on it?" And really zoom out a little bit more.
CHARLES: Do you have any concrete examples of how that early stage feedback has taken place at your work? Is it just over Slack? Maybe, the whole people need to step back from the idea that working on one-week iterations or two-week iterations and at the end of the iteration, everything is due and everything will get merged at that point. How do you kind of break up that structure to say, "No, we're going to try and have checkpoints and milestones?" What are deliverables that you can decompose the work into that fit inside the framework, that are inside the big deliverables, which is sensibly, the feature that you're working on?
JACOB: I think first of all, it's the way this thing goes about. I don't think this framework works over Slack. I think it has to be immediate, I think it has to be either in personal or on Skype or Hangouts or something.
One of the points of this type of feedback is really about checking in with each other as a team and I think what's great about Slack is that it lets you leave a message and walk away and the unfortunate thing about Slack is it's not meant for sort of attaching how people feel about things or what people's reactions were to them. I think you all have to be in the same space, hopefully with your camera on, if possible and really, just sort of checking in with each other as a team.
I can point to times with my team that I think that's really worked out. I think you made a good point when it comes to really getting started with a project because there are times where I made the mistake of not trying to get feedback from my team early on when I was going to start a project and as you can imagine, did that really cost me? It's really getting feedback from my team and my supervisor about the direction this is going to want to go and I'll say from experience, I work on legacy codebases and as you can probably imagine, it's easy to paint yourself into a corner and what the thing about legacy code is that you don't know what pitfalls you're working into. You can get started and you can sort of find into the process, there is some reality about this code that you didn't know and it is really getting in the way of your work that had you known about it, it would have saved you a lot of trouble because you could have planned your way around it.
Then the fortunate thing is drawing on the wisdom from people who they know about it because they struggled with it already if they've been around longer than I have. I think that's a really good point. This is a good thing to do. As you're getting started and you can be sharing this is my just initial idea of how I'm going to go about this. What my tech stack is or my understanding of the problem space, all of the above and to really sort of check your assumptions and see if they really check out.
CHARLES: I want to circle back a little bit to something you'd mentioned before and that is you want to be kind in a code review and I would say, you probably want to be kind anytime you're giving feedback or interacting with your teammates but what's the process that you can go through if you find yourself struggling? How can I deliver this message that I want to deliver and have it come across this kind? What's a process or checklist that I can go so that I don't open my mouth up and say something that I can't take back or that is going to land wrong?
JACOB: I'm glad you asked that and I think that this is a great way to introduce the guidelines for the critical response process. There's basically four steps to it and the way it's structured is you have the person who has created the thing. It could be the person or the team that has created the feature. You have other people who are responders to it. They could be people within your team or they could be others in the organization who are invested in your success. They're not here to tear you down or give you a grade. They're here because they want to see the project do well and then, there's going to be someone who is a facilitator.
The way it works and I think this is directly addressing your question is there are guardrails that are going to help you not steer into territory that is going to leave someone feeling torn down. The first step to this process is all the responders are going to say statements of meaning about the work and what I mean by that is you're going to make things that stand out to you that are not attached with an opinion. You could say, for example, "This project is using React hooks. That's something I noticed." You're not going to say, "I think that's a good idea or a bad idea," but you're going to say, "This is what I'm noticing," and that is something that can get jotted down because that's going to be fodder for discussion later on like, "Let's talk about this new feature in React," and let's talk about it later. We can talk about if we think that's a good thing or not or what the implications are for that.
The next step after that is that the person who has made the work of the team, they get a chance to ask questions of everybody else about what they thought. You've probably noticed that in a lot of pull requests, someone puts their work out there and then, the next thing that happens is everybody starts commenting on the work and saying what they think about it. This flips it. At first, you as the creator, start asking questions or you can say, "This thing over here, I think it's maybe a little wonky or it's a little hacky but I couldn't think of a better way to do it. What do you think? Do you think it's right? Do you think it's a bad idea?" Or this bit over here, "I'm pulling in the third party library. I think maybe, it's worth it but what do you think? Is it not worth it?"
CHARLES: I like that because ultimately, the people who have created the thing are the most familiar with the problem space. They've spent a lot of time thinking about it and so, they can actually direct the conversation to the parts of the implementation that really are the most iffy and the most unknown because everybody is going to feel this need to comment but it's the classic case of bikeshedding really, the true experts or the people who've just been spent all this time implementing and so, people will comment up to their greatest point of familiarity with the problem, which could actually be not that great. Can you say like, "Can you really focus your mental energy on this?" I like that a lot.
JACOB: Yeah and really, it sets a good tone. The assumption behind all of this is that the creator, like you said knows the work best and really ought to be in the driver seat when it comes to feedback, so it really sets the tone there and say like, "The creator knows what's most important. Let's give them the first opportunity to frame that," and I know plenty of times like if I'm asked to review a PR and I'm not given any kind of prompt or direction, I will probably scroll to the file. Maybe I'll find the file in that PR that I'm actually familiar with or I'll look for some pattern that's something that's like, "I understand what's going on here. I can give feedback," and if it's all that other thing over there, I'm completely confused, I'm going to ignore it.
But the creator could illuminate me a little bit, then I would understand a little bit more and then, I'm in a position to comment on that thing that I otherwise wouldn't have understood. That's the second step. The third step is now the responders get a chance to ask their questions but the important thing about that is that there are neutral questions. The assumption here is that the responders need to better understand the context from which this code was written in order to be able to give their opinion.
Here's an example coming from the Rails world. I could say, "Tell me your thought process for using Factory Bot," in this example. If anyone doesn't know that is somewhat of a contentious issue in the Rails community, rather than just coming out guns blazing and say like, "I think this was a bad idea." It's like, "Tell me your process because I want to understand the context you came from and then we can together evaluate if coming from that context makes sense or if it doesn't," so neutral question. They have to be neutral questions.
By the way and we've probably all heard this before, this is not a neutral question, "What were you thinking when you decided to do blah-blah-blah-blah-blah." Everyone knows what that means.
CHARLES: Right. I was going to say, you can be very, very passive-aggressive with questions.
JACOB: Yeah, exactly and this is a place where having a facilitator can really help -- facilitator who is not one of the creators. Someone can just say, "Let's back up. Can you rephrase that without the opinion embedded? Can you just say that again?" and with that again, those are some of the guardrails that keep us on track.
After the responders have been able to ask their questions how hopefully everyone has a better understanding of the context from which the code was written, then it's time for opinions with consent of the creators. The way it works is the responders can say, "I have an opinion about using React hooks in this codebase. Would you like to hear it?" The responders can say, "Yes, please. Let me know," or they can say, "No, thank you," because the responders, having the best knowledge of the context, might know that that feedback is not useful. Maybe, they have a really good reason for using React hooks or maybe, they know what's coming in the future or maybe, they know if there's no time to fix it now or it's not worth fixing now. They know the tradeoffs best and so again, those are guardrails and it puts the creator in the place of saying, "That's actually not useful feedback right now. Let's just not use it." They can say, "Yes, please tell me," or they can say, "No, thank you. Let's not talk about that."
CHARLES: In the context of a pull request, the process you're describing could be played out in any number of media but in the context of a pull request, the creator is the person actually submitting the code, how do you handle the issue of who pushes the merge button if there's still some opinions that haven't been voiced? For example, a creator says, "No, I don't think that's helpful feedback," is the assumption of then the creator can go ahead and just push the merge button? Or is it basically saying, "I don't want to hear your opinion," relatively rare?
JACOB: That is a great question. I think I tried to get at this in the talk. Before one thing, I am probably, like most people don't have the option to just say to my manager, "No, I don't want to hear your opinion." I get that. There is a contrast between the pure version of the feedback process and then reality. They have to balance. But teams can sort of work out the way they give feedback.
I have example of an anecdote that someone shared with me once, when I was doing research for this talk. There was this sort of agreement with the manager that their manager wouldn't give feedback on Friday afternoon. They just wouldn't. Everyone preferred that. Everyone sort of wanted, say on Friday afternoons, I'm really going to be just focusing on winding down for the week and I don't want to get dumped on a bunch of feedback. The point being, even though you can't just blanket-ignore feedback, you can work out circumstances with your team for the best way that feedback can be given and circumstances under which, it can be politely declined.
CHARLES: I see.
TARAS: I'm curious about a different part of this because a lot of this is how to give feedback but I'm really curious about the why part. I think many of us take it for granted that good code reviews are very valuable because a lot of teams that I've encountered that are taking on really big challenges but didn't have a code review process and so, one of things I'm kind of curious is for people or for teams that don't have it in place, what kind of symptoms can they observe in their daily operations that would suggest that maybe code review is something that they need to put in place.
CHARLES: Taras, you're talking about kind of the places where we've seen where the culture is just push everything to a branch, there's a 1000 commits there, open up a pull request and no description, no name. It's like, "Here's this thing. I'm taking comments for the next three hours and if everything goes well, let just merge." Are you talking about those kind of situations where really a big culture of pull request or just feedback around change is very, very nascent.?
TARAS: Yeah, a lot of times, it's the 'ship it' culture, like this is getting in the way of shipping it.
CHARLES: So you're saying like how you sell the entire idea?
TARAS: Yeah and if someone is listening who is noticing that, a lot of people would know that we're not really doing code reviews but what are the symptoms that they could be observing that could say like really, this is we need to change, like this can't continue.
JACOB: Yeah. One thing that occurs to me as if there's all high level of surprise when you read it, when pull requests are read, it's like, "Oh, you went in that direction." I think that could be an indication that maybe, we could have checked in at the halfway point or even sooner because there seems to be differences of perspective on where this is going or where it should end up that's why [inaudible].
TARAS: At what point do you think people would see this? Is this something that would happen kind of way down the road? Like actually, "How did this end up in the codebase?"
CHARLES: That's surprising except deferred even further, right?
JACOB: Yeah, who wrote this last few. In having that kind of feedback process, let's sort of take a look at where this project has come in the last few months and see if we can sort of learn from what went well and what didn't.
CHARLES: This is related to the concept of surprise, if you see a proliferation of many different patterns to accomplish the same thing, that means the communication is not there. People are not learning from each other and not kind of creating their own code culture together. If that's missing and that manifests itself in all kinds of ways, in bugs, in weird development set up that takes me two hours to get this local environment set up and things like that, if you're seeing those things, chances are you need some way to come together in a code review culture is really, really good for that.
JACOB: Yeah and I think in the ideal code review culture, everyone that's sort of brought on board is saying, "I am going to share responsibility in this patch, doing what it's supposed to do and not breaking anything or not burning down the world." You mentioned the 'ship it' culture, I could imagine toxic cultures where the person who shipped it, if it broke everything, it's on them to fix it and they have to get woken up or whatever and the idea about feedback is now we're sort of forming a community around what was done, so it's like the person that push the merge button isn't the only person involved. It's like if we have a culture where we say everyone that participated in the PR is collectively sharing the consequences and that will happen eventually and say like, everyone who's on this thread, it's on all of us if something goes wrong to fix it. I think that is certainly something that one would hope you'd see.
TARAS: I'm curious, where do you see this kind of observations usually come from because sometimes, I can imagine there, being a developer, coming on the team and they're like, "Why wouldn't I do code reviews?" and they're like, "Well, we have always not done code reviews," but then there could be someone like a product manager or somebody who's like, "Why wouldn't I do code reviews? We should start code reviews." Have you seen ways of introducing these ideas to teams that have worked out well?
JACOB: Yeah and I should probably say that, I'm not a manager, I'm certainly not an expert in how this works so I actually don't have a really great example, personally. I can churn example from working in a previous team, where everyone secretly wanted to be more collaborative but didn't know how to do it because if I'm the first person that puts myself out there and no one knows else knows how to collaborate with me, how to reciprocate, then what was the point? For the top 5% of teams that are just really have great energy together, they don't need a framework to do this sort of thing. They're just doing it naturally.
I think for everybody else, we need some kind of guidelines to do this because for better or worse, this is the industry that we're in right now. It isn't built around us. We don't know how to function this way and it's no one's fault. It's just sort of that's the way we've all sort of learn to work in this industry and I suspect we're not the only industry like this but we need some kind of guidelines to do it.
TARAS: Maybe it's a difficult question to answer. It varies probably from team-to-team.
JACOB: Yeah.
CHARLES: Yeah and maybe, we can kind of shift the question just a little bit because I have one that sits alongside not quite the same question but I think related and can bridge it and maybe we can find the answer there. We've talked about a little bit and there's definitely more to unpack there, how to give feedback that's kind and honest and I think to... What was the third?
JACOB: Inspiring.
CHARLES: Inspiring, that's right. What about from the flip side? This is something that actually comes up with us as consultants but I think it's something that other people will encounter in their jobs too, is what do you do when you are the creator and you're trying to present or share and ultimately solicit feedback from a stakeholder, the CEO of your company, one of your clients, one of your customers and you see them engaging in kind of a mode of feedback that's less than constructive. They're nitpicking on things that aren't really important and maybe, this could be completely and totally inadvertent. Their intention could be that they're trying to help you out but it's really not being helping at all and it's kind of like either tearing you down or just not being productive and it makes you feel... What's the word I'm looking for? Just brings an air of contention to the conversation that's not really helpful to producing the best result for everybody involved. How do you, as the creator actually engage with those people in a positive way and kind of help establish the guardrails and be that agent of change when those guardrails don't exist in their minds yet?
JACOB: Yeah, how do you do it, right? It's probably rare that there's going to be an environment where someone's going to say, "We're going to do this framework for feedback," and everyone are onboard from Day 1.
I think one of the things that you're probably getting at is the frustration that happens when people start giving feedback. You have this perception that they're giving you feedback that's unuseful and they're only giving it because that's the only thing they can think of or --
CHARLES: Exactly. They got to say something, they need to contribute their two cents to the conversation and some people are trying to be helpful and just aren't. Some people are just trying to appear smart.
JACOB: Yeah and it's like, "Oh, boy. They're just really off."
CHARLES: But you can derail the main narrative that you're trying to establish and get off in the weeds, kind of skirmishing with these people and after that happens, you're like, "Wait, no. I don't want to end up over there. I was trying to tell a story."
JACOB: When I gave this talk once, one idea that someone threw out was when you make a PR, mark up your own code first with everything that you want to draw people's attention to. I think you were getting at this as like, "One frustrating thing is when people getting feedback seem to have less invested than you do." They sort of just flying by and dumping on you and they probably, actually couldn't care less and that can be frustrating.
When you're engaging with people that maybe don't know how to get deeply involved in it yet or maybe don't have the time to, you can sort of gently nudge them to sort of like, "I want to talk about this part of it." It's almost like you're giving the answers to the test, which was like, "If you want to be part of the smart conversation, comment over here," and I think from the responders perspective, just speaking personally, I would appreciate that. It gives me an opportunity to feel like I'm actually being useful. We can all probably point to times where all the code review we have to do feels like homework that isn't the best use for our time. It's like, maybe the responder can make us feel like our opinions matter and they will be put to good use when you tell them, "If you comment here, it will probably be put to good use."
I think the sort of the way to get started is the responder can just say, "I would really like feedback over here," and I can't speak for everybody but I would suspect that more people than you think would be more than happy to be gently guided in what feedback they should get.
CHARLES: Right. I'm thinking how you would do this, for example in the context of a demo that you're giving to stakeholders because there's maybe the inkling of the idea to do that but it's often presented as an apology like, "This screen doesn't work," or, "Your handling isn't quite right. Sorry we're going to fix that." Look at the stuff that's over here and maybe, the way to frame that is a really hard problem based on the legacy architecture that we have for displaying errors and I'm not quite sure how to do it in a robust way and I could really use some feedback there. It's an area of exploration or something that we really need to focus on. You put that out there as I'm demoing this main functionality right now.
JACOB: Yes. You sort of say like, "Here's something to watch out for and please, let us know what you think," and then after you could say like, "As a team, we thought up these three possible solutions but we didn't want to move on them because we wanted to get your feedback first, so please impart on us what is the right way to do it." You know, flattery goes a long way.
TARAS: I have this imagery coming up in my mind as I'm hearing you guys talk about this that I keep seeing this kind of difference between a line and a triangle, where a line is kind of a tug and pull between, "Did I do this right? No, I didn't do this right." I think those are kind of a bad code review because it's very personal. It's not really where you kind of want to go and then the other way is like a triangle where the end goal that you're trying to get to is somewhere that is beyond both places where you let two people: the recipient of the code review and the giver of the feedback, the end goal that you want to get to is actually someplace else.
When we deliver the code and we say, "My code is done," then it invites this kind of linear feedback where it's like, "No, you didn't do it right," but in the other way, "This is where I got to so far. Tell me where you think we could take it next. If you don't think we need to change anything, then we're done. We can merge this."
JACOB: Yes. The very intelligent Jessica Kerr said recently on another podcast, there's no such thing as done but you can always make it better. I think you're getting at that point. That's a great question, by the way to ask of your responders -- where should we go next? Where do you see this going next? What will make it better? What would make it more robust? What would make us happier six months down the line when we're looking back on this? But I think of it as the firing range. That's the analogy I gave where it was like, "You put a pull request out and you assert that it is done and if no one can find fault with it, then it's done," and I just don't think that that makes sense. I don't think, really most people actually want to work that way. It's maybe not necessarily even healthy but I think everyone can find, at least I hope, a process that invites them to come into the process and share the way they see things. It can hopefully be enriching and just make everyone feel better along the way.
TARAS: This sounds to me like the inspiration part of this conversation because one thing I really like about working at Frontside, I'm an to experienced developer but I know that Frontside is dedicated to doing something much greater than I can do as an individual. When I ask, "What do you think about this?" then I know the feedback is going to be because there something always that is just beyond the reach that could be a little bit better than what we have right now and it's not until I can actually get the feedback from Charles, from Jeffrey and hear, "What do you guys think? Is this it?" and they're like, "What about this?" and I know that the next step is going to be a little bit or maybe even a lot better than what I have right now. I think that's the part that inspires me. I know I have actually gone a little bit further beyond my personal ability to get us to that vision of like this being much better than we could do as individuals.
JACOB: Yes and as opposed, "Oh, I screw it up and now, I have to fix it." The framework of find all the errors that I made, even though there may be errors. Let's be honest, there could be things that would be really bad, that would be a security problem but for a growth mindset, to think about it, it's like, "This is a way to make it better."
CHARLES: One of the things that you can do to help that is try and find inside every change, try and see the potential that hasn't yet been realized but is enabled by this change, like what exciting paths does this change unlock in your mind, right? And then you can share that. That's a great way to 'inspiration is infectious,' so if you can find inspiration to change, then you might be able to share that with the creators. If something is very personally exciting to you when you see something, maybe spend a little time searching for what you find to be exciting about it.
JACOB: Yeah, nice. That's great.
CHARLES: Yeah, we might have touched on that. I just bring that up because so often, I'll see the changes that people on my team are submitting and sometimes, it can feel like a cloud burst of like, "We could do this or we could do this or we could do this," and it's great to get excited.
JACOB: Yeah. I can share -- recently, there was an example. My coworker opened a pull request and it unlocked something for me where I said like, "You know what? This is making me think about this other thing that I've always hated doing with our legacy codebase. We should do that thing you're doing more because boy, would it make life easier?" and I wonder if it would be worth the time in refactoring X, Y, Z because then I would never ask you A, B, C again and I would be so much happier.
TARAS: It makes me think that we need to revisit our pull request template like what would that like? What would be the sections on a pull request template that would facilitate this kind of way?
CHARLES: I don't know. I know we're almost a time but before we even get into that, this is a question I have because we talk about pull requests templates, how do you match the amount of process with the scope of the change? Because it's probably a little bit heavy weight if I want to fix a typo and say, "Now we're going to have the creators lay out their case that they're going to ask questions of the reviewers and then the reviewers are going to ask questions and once everybody's been able to write down things that they observe the questions that they have, completely and totally divorced from opinion, now we can talk about opinion that is welcomed." If you're capitalizing one letter, that's probably a little bit heavy weight but on the flip side, it's probably absolutely warranted if it's a major feature that's going to be affecting a huge portions of your revenue stream and so, this is one of the problems I have with pull requests templates is they are one-size, fits-all.
Sometimes, a pull request template feels like it's supporting you and sometimes, it feels like the epitome of busy work and I have to spend all this time deleting the sections for the pull requests template. I wish there were ways you could choose different pull requests templates. Maybe, there are.
JACOB: So do I.
CHARLES: That's a little bit of a quibble that I have is the amount of ritual and ceremony that you have to go through is fixed with a pull request template but it seems like you want to match the amount of process to the scope of the change.
JACOB: Yeah, you do and the flipside is also joy. You don't want to give someone too little homework when you really needed the same work. Maybe there's a way to say, when a pull request is opened, the person who opened it or the manager or maybe someone else, has the option to sort of tag the pull request as saying, "This is going to be a bigger conversation. We cannot merge it until we have a face-to-face conversation first with these various stakeholders." Maybe, one of the questions, the first form that everyone gets for every PR gets is what level of PR is this? Is this a quick change? And what people that you just need some quick feedback on? Or is this the long form that you need where there needs to be a sit down with these people?
TARAS: Actually, I was thinking what's the adjustment that could be made for pull request is to say, "Here's what a complete pull request looks like. You can opt into whatever section you want," so you decide based on your pull request, what the actual sections of this template are appropriate but then someone can, on the flip side say, "Look, I would really like to learn about the motivations of this pull request. Can you add motivation section?" and understand that from your pull requests.
JACOB: Absolutely. You filled out Section A, please answer Section B and C. Yeah, cool.
TARAS: Yeah. Because I think what part of the challenge is that we have people look to us, especially people who have a lot of experience, or developers look to us to know what is the right thing to do sometimes or often and I think it's helpful to be a little bit more gentle and saying, "You can decide what is the right amount of detail to set the right conditions for this code review but I will give you some directions for what are things you can consider in including.
JACOB: Absolutely.
CHARLES: All right. We're a little bit over time, so we should probably go ahead and wrap it up. You are absolutely right, Jacob. This is a topic that keeps on giving. We didn't really move much beyond the pull request and feedback and stuff but we moved a lot around within that topic because it's a big one. Jacob, is there anything that we should mention? Any upcoming talks, meetups?
JACOB: No, I have a one-year old and it's all about work and family in this part of the life, so I have nothing to speak of at this point. You can come find me on Twitter as JStoebel.
CHARLES: Okay, awesome. Well, thank you so much, Jacob for coming and talking to us. This is a very rich topic. We only really scratched the surface. That's it for our episode today and we'll see you next time.
Thank you for listening. If you or someone you know has something to say about building user interfaces that simply must be heard, please get in touch with us. We can be found on Twitter at @TheFrontside or over just plain old email at [email protected] Thanks and see you next time.
Here it is, folks! The first episode of our newly rebranded "Frontside Platform Podcast". In this episode, we talk about why platform? What is going to come out of these conversations over time? Our goal is to get people thinking on the platform level which includes tooling, internalization, state management, routing, upgrade, and the data layer.
We also want to get people thinking categorically, rather than in the moment:
Please join us in these conversations! If you or someone you know would be a perfect guest, please get in touch with us at [email protected].
This show was produced by Mandy Moore, aka @therubyrep of DevReps, LLC.
We're rebooting The Frontside podcast with a focus on JavaScript platforms. We'll zero-in on what it takes to build, maintain and grow web applications using popular JavaScript frameworks and tools. Join us for deep architectural conversations, interviews with fascinating speakers and stories from the the trenches of building large platforms.
Special Guest:
Kris Van Houten: @krivaten | krivaten.com
In this episode, we are joined by Kris Van Houten to chat about Functional CSS and Styled Components: pros and cons, the problems that they are trying to solve, and how to choose between one or the other.
This show was produced by Mandy Moore, aka @therubyrep of DevReps, LLC.
Transcript:
DAVID: Hello, everyone. Welcome to Episode 116 of The Frontside Podcast. I'm David Keathley, a software developer here at Frontside and I'll be your host for today's episode. Joining me as a co-host is Jeffrey Cherewaty.
JEFFREY:: Hey, there.
DAVID: And we've got an amazing guest with us today, Kris Van Houten. Kris is the author of a very interesting functional CSS library called Elassus, a good friend of mine and today, we're going to be talking about how that compares with another new pattern I've been seeing everywhere recently: styled-components. Hi Kris.
KRIS: Hey, how's it going?
DAVID: Doing great. Let's just go ahead and jump into things. Kris, you want to give us a little introduction to your functional CSS library?
KRIS: Yeah, for sure. I guess, first of all about me. I've been primarily a frontend developer for about seven or eight years now. I don't know, at some point you start losing count but over the years, I worked largely within the Ember framework but I've also worked within React and Vue. Like most of developers over the years, you tend to require an affinity towards certain areas of software development and for me, those areas tend to lean towards accessibility but also, learning how to write CSS with what I call like the future in mind.
To try to keep the story as short as possible but a couple of years ago, I was working on a project and started to realize that our CSS is one of those things that just continues to grow over time along with the rest of our application but I also noticed that we tend to have a lot of areas of repetition within our CSS, like how many times are we setting text align to center, how many times are we setting the text color to the primary color or to gray or something of that nature and maybe we could create a utility library that just does all the stuff for us, similar to if you've ever worked with Bootstrap that they had utility classes that allow you to do some things like set the text alignment or the text color or font size and things of that nature.
I started thinking around it but eventually, I changed jobs and that idea kind of just went to the side but then, I'd say about a year and a half or two years ago, I came across a blog post called '15kb of CSS is all you’ll ever need' and so, immediately I was intrigued. It was actually a blog post on Medium that was talking about the benefits of using something like Tachyons or base CSS, which are two different functional CSS libraries. To explain what I mean by functional CSS, it's just a whole library, a whole arsenal of these utility classes that just do one or two things that allow you to basically take any design and implement it by composing all these classes together throughout your HTML.
I was looking at Tachyons, looking at base CSS and thinking, there's a couple of things I like to customize about this but at the time, when I was looking at it, I couldn't really figure out how to customize those values very easily and so, I did every developer does and just decided to make my own and that's where Elassus came into play, where it's a CSS library that is entirely made up of functions that generate your CSS based off of the value of variables in Sass. Everything is customizable, all the way down to how the class names look and the syntax that you use. If you hate what I'm doing, you can customize it very easily.
A lot of people might wonder why would you want to use functional CSS, what are the benefits that you get out of it and really, one of the first two things that comes to mind for me that really attracted me to it was that your CSS files start small and they stay small. For the most part, depending on the configuration and the particular library that you're using, your entire CSS payload can be anywhere from 10 to 20 kilobytes, minified and gzipped, which is in stark contrast to some other projects I've worked on, where just one of the many CSS files you're downloading are 745 kilobytes. Dramatic improvements there, so that's why it was instantly appealing to me.
But one of the other nice things you kind of get for free by default is a consistent design pattern, right out of the box. Because if you're working on a large team that has maybe multiple designers and many developers, one designer might implement something with the spacing system that's maybe based on five pixels: your padding, your margins, your widths, might be five, 10, 15, 30 pixels, 45 pixels but then maybe, another designer is implementing something based off of more material design, which is base-4 pixels, so it's like four pixels, eight pixels, 16 and so on.
Over time, little differences like this can really show up as you navigate between pages of your application and with functional CSS, you're given a limited number of options to choose from. As a result, it actually makes your application feel like it's one cohesive consistent piece of software between pages and between the features that you're navigating through. Those are really two areas that have really attracted me to functional CSS and I guess, is a tl;dr -- if that was a tl;dr in fact -- of what functional CSS is and why I like it.
DAVID: One of the things we've got here was the problem that functional CSS and styled-components are both trying to solve.
KRIS: Like I said earlier, a lot of the applications that many of us might be working on, they tend to grow at time by either adding features or rewriting and improving existing feature. In JavaScript, over the years, we have made tremendous improvements in our tooling with things like code splitting and tree shaking to really limit and minimize the amount of payload that we're sending to our users at the end of the day. But really, it's only up until recently we hadn't really been talking about how we do that for CSS and typically, as developers, we had deadlines, we're working with them in sprints, we had a real strict time constraints on what we can work on and for how long and so, we tend to focus on making sure the features look right, they work right, and that our test passed.
In CSS cleanup is just one of those things that often doesn't get cleaned up as often as you would like. Sometimes, that's also because we assume that a particular set of styles is probably getting used by another team, working on a completely different part of the application. As a result of just not being able to work on this problem or this issue, we likely have many, many kilobytes of orphan styles being shipped to our users at the end of day and our style sheets tend to grow over time. If there's one thing that's kind of become a mantra within software development over the last few years, it's that every kilobyte matters.
One of the main reasons I wanted to come and talk to guys today was about some things that I've been tinkering with on the side, just to figure out how we solve this problem and so, their approach of using functional CSS is one of those things but using something like styled-components, which is mostly used in React library of the solution of writing your CSS in your JavaScript and that's another approach to how to tackle this problem.
DAVID: That's an interesting thing you said there. I remember, whenever I started off in software development, one of the big no-nos for styling is don't put your styles in your JavaScript. It's interesting to see that that has kind of changed.
KRIS: Yeah, indeed. I remember listening to a podcast about two, maybe three years ago and they had a panel on and they were talking about there's a new thing called CSS and JS and I was like screaming in my car like, "This is the most horrible thing in the world you could possibly do. Why would someone want to do this?" and obviously over the last couple few years, the technology has definitely matured and they definitely hardened it, to where when I was working on updating my personal blog, working on moving over to Gatsby, I didn't want to have to pull an entire functional CSS library because I kind of thought that would be overkill for just a couple small pages and so I was like, "Let me try this whole styled-component thing. That way if I'm going to hate it, I can hate it from the experience point of view."
I actually found that the developer experience of working with styled-components was really nice and so, I kind of became converted over to that way of thinking about, "I'm not a hater. It's actually a really nice way to write your CSS for your blog or your applications."
JEFFREY:: I count myself still as a skeptic about this whole idea, so I'm excited that we're going to talk about it now and then, you have the opportunity to sell me on it, which should be fun. Some of the work I've been doing on lately, we've been doubling down on the idea of CSS modules, that at least fix some of the encapsulation and problems around CSS where everything is sending up in a global scope. How do these ideas of functional CSS kind of take that even farther? What advantages are there over using, just simply using say, CSS modules where we're fixing the global namespace.
KRIS: I'd say with functional CSS, again the things that kind of mine for me are you keep the file size small, you have your design patterns that you can get for free right out of the box. Your styles are pretty low specificity, meaning that if you ever have a need to where you get a really customized something because you just can't do a functional CSS, which I found to be very, very few and far between as far as the number and instances I've come across, it's very easy to overwrite if you need to go back into, I guess old fashioned way of actually writing some CSS yourself.
But then you also have the benefit of not having to come up with clever class names to describe the different states or different use cases of your component that you're working on or the future that you're trying to implement and so, I'd say those are definitely some of the pros of why I like using functional CSS at the end of the day. I will say that there are some cons -- I'll be completely honest -- and say that one of the areas where functional CSS tends to have a weak spot is in the area of browser specific issues.
In my experience, I tend to have a lot of issues with iOS Safari and it's like the bane in my system sometimes. Sometimes, worse than i11 but if you have to really target something that's exclusively for a specific browser, that's really not doable from what I've seen in functional CSS. That's where we should have to go back in and handwrite some CSS for that kind of situation.
But also, one of the cons is that sometimes, depending on the element or the component you're trying to style, I think the example is if you have a nav bar that can toggle between being a sidebar but also a top nav bar, that's a completely different set of styles and to achieve those few layouts at the end the day, you have to have a completely different collection of class names that you have to toggle between based off of the state of that component or that feature that you're working on. While that's doable, especially with something like a frontend framework like Vue, React or Ember, it's just a little pain point that sometimes you have to work around but I say, those are the pros and admittedly some of the cons of using something like functional CSS to tackle your styling needs.
JEFFREY:: My favorite thing that you mentioned there was how hard naming is. I think everyone can agree, very strong of it, just naming things is the hardest thing. What has been your experience in learning these? They're almost new domain languages for like we want to padding of this amount. Have you found that pretty easy to get up to speed and get fluent in or have you run into some blocks in kind of learning these new languages that some of these CSS tools have presented.
KRIS: That's a really good question. When I first started digging into Tachyons -- that was the first functional CSS library I started working with -- there is definitely, I'd say a small learning curve of maybe, I was trying to implement it just to see how it worked and it took me, maybe a couple of hours, if that, to kind of get a feel for how they write their classes and how the classes are put together to do certain things. But once you kind of get through that little initial pain point, it's pretty easy.
In one of the things that when I was working on my own implementation of it, I wanted to make sure that no matter what you're doing, all the class names are consistent, that the patterns that you use to your class naming is consistent and I guess, because I wrote it, then it wasn't so hard for me but I also understand that that's not the case for everybody. When I wrote Elassus, one of the things I did is I actually was able to create a compiled JSON version of all the CSS and actually, use that to create like a little React search tool. If you're looking for padding or margin, you can just enter that in a search bar and it'll tell you all the options in the classes that are associated with that and that's one thing I did to kind of help with that barrier but it definitely can be a bit of a learning curve but like I said, it's maybe an hour or two of your time to really get familiar with it.
JEFFREY:: That is not bad.
KRIS: No, not at all. I was actually really surprised at how fast I got up and running with it.
DAVID: That actually ties into something that I was kind of curious about myself. Whenever I went through the coding bootcamp that I did a couple years ago, after we finished going over raw CSS and how that works and the basics of that, they introduced us to Bootstrap as our first real CSS library to play with. That was fairly achievable for someone brand new to frontend work in general. What I was curious about is would you see these functional CSS libraries as equally accessible or maybe, more advanced than something like Bootstrap or Foundation.
KRIS: I never thought about that before. I think I kind of see it like as the next step. I've worked on several products over the years where Bootstrap was what they started with. As we went on to build out the feature set of the product, we started to find ourselves battling with the various styles that we get at from Bootstrap for free. I think one of the things about working on a website, where actually using Bootstrap is that sometimes you can just kind of tell that it's a Bootstrap based website. I don't know if I'm making any sense to you guys --
DAVID: Oh, yeah. Definitely.
KRIS: That was another reason why I wanted to have something... That had basically forced me to decide how my navigation bar looked. It forced me to think more about how my sidebar is looked or what my spacing scale -- it's the term I like to use -- based on what you're using for your pure margins, your paddings or what's your heights, things like that. It make me think about what those values should be and that's how you kind of break out of the box of having everything look like it was built in the same framework.
I would say it's more of a next step if you're talking about your experience as a developer. Yeah, learn CSS. I think it's still incredibly valuable to know CSS and for me, like you David, I kind of got started and learned about this thing called Bootstrap and you can quote me. Back in the day, I said, "This is like the jQuery for CSS. It's amazing," but quickly, I kind of ran into some of those issues that I mentioned earlier and kind of force me think about, "Maybe, I don't want to use Bootstrap. Maybe, I want to handle my own thing," and so, I say functional CSS, as far as like again your education level, it's more or less that step of if you think about how do you want to solve certain problems in our design.
DAVID: Okay. We've gone over functional CSS with some and styled-components, how would you choose between the two?
KRIS: This is actually really hard because I actually like both approaches. I'm not one of those guys that's like, "That one sucks. I don't want to use it." I actually think both have their place and so, I know I kind of sound like the typical 'this versus that' blog post in technology right now but I will say that there's a few questions you should ask yourself and ask your team if you're considering changing up your approach to CSS. One of those is what is the preferred developer experience of your team. That's something we've been talking about a lot at the company.
What we mean by that is how enjoyable is it to work in a particular codebase? Do your developers mind writing their CSS, instead of a JavaScript file? Or would they prefer to have something where they can actually read the HTML and build a C, just by looking at the elements in the classes that are being applied there? What this layout looks like or what's being applied to this layout? You know, questions like that can definitely help determine what direction you should go.
Again like I said, one thing I love is that both approaches remove the developer's burden from having to come up with clever class names for all the different use cases or states of your components. I think you're going to get a win-win either way there. However, if you're using React, we already have a ton going on in our JSX and so, if adding a series of class names to determine your design tips is overwhelming for you, then maybe give styled-component a try because it can definitely simplify your JSX output a little bit.
If the idea of having JS to handle your CSS seems a little fishy, I think one of the cons of using styled-components is that we're asking JavaScript to do yet another thing for us. If you're one of those people who has a problem with that, then give functional CSS a try. There's definitely more than one flavor out there and I've tried out almost all of them and like them. They all have their nice tidbits inside of them. I'll say, if you prefer to have easy theming, if you're working on a project that has to have a lot of theming involved, then I might be more toward styled-components. If design consistency and design patterns is a priority, then maybe functional CSS is an option for you.
With both of those scenarios, easy theming in patterns is possible in both. It's just one is harder in one than the other. With styled-components, there are implementations of it in Vue and Ember but they don't seem to be very widely used yet, so I'd say use at your own risk or contribute to open source to make them better. I'd say for right now, if you don't mind being locked into using React, then styled-components is pretty cool. It also allows you to transfer your styled-components from one project to another without having to worry about. [inaudible] all the CSS because that's a big deal but I would ask myself those kind of questions to determine what solution I would choose.
JEFFREY:: I am interested in the performance implications of these tools. You touch earlier on by using tools like this, you can definitely shrink your CSS payload by a lot, so what is the actual output of using these tools? What will it look like? Do you end up with still an external CSS file or is it a scenario where you're kind of getting some CSS injected into your markup?
KRIS: Yes with one and no on the other. With functional CSS, you typically have a CSS file that is compiled and maybe, you're using Sass to do the operation for you or post-CSS, so you get an output CSS file that you help you fetch on the frontend of your application. Like I said, [inaudible] if these files are between 10 to 20 kilobytes, which is remarkably small. With styled-components, it's a totally different approach. It's a totally different implementation as well, unless you have a normalize or perhaps a reset CSS that you're fetching on the frontend, all the styles are actually -- I guess, I should start with earlier. What happens is you define your styles in your JavaScripts and at runtime, the component will read the styles that you set and then create a unique class for that instance into the head of your document. It's basically a single class use for that component and so, all in all, it gets compiled at runtime. There's no additional CSS files being injected. It's actually being created dynamically in your actual HTML document.
One of the things I was first concerned about was what are the performance implications of having JavaScript do this for us and over the last couple of years, as the technology has been maturing, performance has been an issue but I think it was with V4 -- version 4 styled-components that just released, I want to say, in September or October, they have tremendous performance improvements. It's rapidly fast now, so it's not really something you need to be concerned about.
I'd say again, it's one of those things: Can you get over the mental hurdle of having JavaScript do one more thing for you? And can you get used to the developer's ergonomic practice of writing CSS inside a JavaScript file? I know it kind of takes a little bit of getting over that because it just seems so strange but you also get a lot of perks by doing that with having easy access to theming, you get to use some of the power of JavaScript to help build out your CSS, which can be nice as well even if it kind of feels weird.
JEFFREY:: Yeah, I agree with the ergonomics do feel weird but you'll get some benefits out of doing that. In the styled-components where it'd bring on the fly, I'm happy to kind of figured out the performance like runtime implications with that but it seems to me that now you no longer have a cache CSS and that you're having to get that all the time on the fly. Maybe for some systems, that is okay but that's definitely something that I would miss having -- the idea that CSS actually can be a little heavier because it will always be cached.
KRIS: That is totally a valid point. I think one thing I do kind of like about the styled-component approach is that when you delete a component, all the styles go with it, so you no longer have orphaned styles just hanging out there that are getting shipped down to your user. I agree that the caching is definitely a concern but I just kind of start to weigh the pros and cons and again, you have to decide for your product, for your team what works best for you. Also, one of the pros that I would bring up is that you don't have any orphan CSS hanging out in your application anymore, which is definitely one of the key contributors to growing bloat in your files over time.
JEFFREY:: That is very nice.
KRIS: Yeah.
DAVID: That ties into a question that I was kind of wondering. As your projects get larger and larger and more complex, your style sheets tend to grow along with that and one of the issues that you might have as time goes along is visual regressions like styling bugs. How does using functional CSS or styled-components sort of deal with that or prevent that?
KRIS: With functional CSS, like I said, you have those patterns kind of built in out of the box. As long as you don't change the value of what a particular class renders out of, maybe someone goes in and without thinking of it, they change the second value of your spacing scale to a lot of pixels just because they felt they needed to. You're not going to have visual regression that happen over time because the whole premise of functional CSS, those values don't change. Those are basically meant to be seen as immutable values, immutable classes. You shouldn't have style regressions that pop up over time as people continue to work on your application.
With styled-components you still have that risk unless you are setting all those same values and your theme properties that you can use within styled-components. Unless you're setting all your different spacing values, you have a tendency to potentially run the same issue. But actually, now that I think about it, maybe not because with styled-components, every component is unique. Every components styles are completely unique, so again, unless you're changing those core values of your themes, you should not have visual regression that happen in a totally separate part of your application when you're working on say, the home page. I would say both handle that pretty well, now that I'm thinking of it.
DAVID: That's cool.
KRIS: This reminds me, I'm working on a particular piece of software at a particular feature of my work and we don't use functional CSS or styled-components yet. I'm trying to get them to move over so again, this is all stuff I do on my free time but I'm working on editing a component and I had to make some pretty drastic changes to it and I was like, "How is this going to break on some other page that I'm not aware of yet," and so, this requires a lot more going back and checking all the various uses of this particular component. We used it in 10 or 11 different places on different pages and so, we have to go back to each and every single one of those use cases to make sure I didn't break something. Whereas if I was using one of these two approaches, it wouldn't be something that I would have to be concerned about. This is what I'm trying to push through on my own job as well.
DAVID: Yeah, it really eat up your time.
KRIS: Yeah.
JEFFREY:: I want to talk for a few minutes about media queries because, I think that the situation is kind of handled. It's definitely something I've run into: CSS variables and with post-CSS tooling. I'm interested in kind of how does the media query story is handled with the setup.
KRIS: With functional CSS, you tend to have, basically say, I have a class that sets a margin on the top of 16 pixels, for example. Let's say that that class name is MT-3... I don't know, meaning for like the third position in your spacing scale, 'MT' stands for margin top. If you wanted to only use that style for perhaps, like your medium break point, then different libraries have a different way to approach this, basically, you're 'MT-3--medium' or '--desktop.' It's the additional characters that you append to the class name to target that specific media query.
Also, depending on the framework that you're using, you can also target pseudo states, whether or not this element is focused or on hover, maybe you want the background code to change. There's variations of those classes that allow you to target those specific states, which is really nice in functional CSS. Again, just by looking at the classes that you're adding to your DOM, you don't have to scroll through your style sidebar to figure out like what styles are associated with this class name and why it's being overwritten by these 10 other things that we have going on. Again, you can just look at the HTML and see what's happening and what should happen if you hover over an element.
With styled-components, you can still use media queries and all that stuff right out of the box. In order to keep your media queries consistent, that way not everybody is having a handroll, at least by every single time that you need to use them. You can actually store your media queries in a separate JS files and it's kind of import them as you need them, which again, kind of feels like a weird developer ergonomic for your CSS but definitely, it comes in handy and definitely keeps your styling consistent the more you break out the various pieces into small pieces or small components like that. That's how to handle things like media queries and things like that.
JEFFREY:: It's interesting how these approaches are kind of pushing the web towards, I'm feeling a lot more like native development, where you build your style and your visual look in conjunction with your component code and those things are not really ever separate. I think, there's some interesting influences coming in there from some made up things.
KRIS: One thing I think about a lot, especially when I'm thinking about functional CSS is I'm reminded of this image I saw kind of posted on Twitter somewhere in the interwebs. It was a picture of the Super Mario Brothers start screen and the entire Super Mario Brothers video game was something like 23 kilobytes. This screen that you're looking at, which was like the start screen was like 345 kilobytes or something. My numbers are probably off but it was something drastic like that and this makes me think about, if you were to go back through, there's a couple of documentaries about how the loops that developers had to jump through in order to make old video games for Nintendo Entertainment System back in the late-80s -- I'm probably dating myself right now -- but the things they had to go through and to think about in order to make those games work the way they did is insane and I kind of feel like over the last... I don't know, maybe 10 or 15 years, because we've gotten such fast computers and such fast mobile devices and so on and so forth, we've kind of gotten crazy.
I look at video games now and they're 100 gigabytes sometimes and I kind of feel like they didn't need to be 100 gigabyte video game and I think --
DAVID: But it's so much cooler because it is.
KRIS: I'm not saying it's not cool but I'm think like if they really took the time to pay attention to some of these details, we probably could automate this a little better. Maybe, I'm just being biased but I think about we're kind of starting to do the same thing and talk about the same kind of problems in web development. Again, just because we can have a 745 kilobytes of CSS file and thought the world falling over, it doesn't mean we should, so maybe, let's take into consideration that not everybody is using a cinema display on a super-fast MacBook to view your application, what about the person who's using an outdated Android device that hasn't been updated in three or four years? How's your product going to work on their device?
I'm really glad that people actually started to take that kind of thing into consideration and it even reminds me a little bit of another area that I think a lot about is the area of accessibility: how do people with various impairments or disabilities use your software and how can they use your software but also, outside of that, how do people, who maybe don't have the money to have a fancy mobile device like you have, use your product along those same veins. It kind of dips into the same vein of accessibility when we're talking about how do we optimize our products to make them usable by everyone despite their income level or their ability to have a fancy, nice desktop or a latest iPhone.
JEFFREY:: Awesome.
DAVID: Yeah. Definitely, you think about who are the majority of users on the internet these days and really, it's an emerging market with underpowered devices and the internet is becoming much more and more accessible for people to get on and browse, so you really got to keep those people in mind.
KRIS: Definitely, especially if you're creating software that you want people across around the world to be using, a lot of people don't have access to crazy high speed internet like we do here in the States, so we should probably be taking more time to consider what it looks like for those people to use our product. At my company, what we've been talking about is like we should be testing and basically, starting mobile first with all of our development to see how does this work on our mobile device.
I'm a remote developer so we're trying to figure out how to get me mobile devices that I can actually test on our VPN but it's something that we're trying to move towards at my company as well.
DAVID: Okay, that about wraps up Episode 116, our final episode of 2018. Man, the year has gone by fast. We are the Frontside. We're the frontend specialists who make your largescale application projects run smoothly by helping your team assemble the right tools and implement the right automated processes. We can ensure your projects can move forward on time and without regressions while preserving quality and long term maintainability.
If that's something you're interested in, please get in touch with us at @TheFrontside on Twitter or [email protected] via email. Do send us any questions you might have, any topics you'd like to hear about in the future. We look forward to hearing from you. Thanks again to the wonderful Mandy Moore for producing today's podcast. You can find her on Twitter at @RubyRep and that's it.
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