Also, it may not seem like it, but software is almost entirely about people. Everything comes down to the users. You need people to use your software. You need people to want to use your software. Even if your users are other engineers, you still need users. You could build the best piece of software ever made, but it’s nothing without usage.
Things like marketing, product, and design are usually equal parts of building software.
This is something that took me a long time to come to terms with.
Yup. It’s definitely always about people. The people using it.
I’ve worked in software support, QA, and technical writing.
A LOT of developers who come in as devs from the very start of their careers know very little about how the average person might interact with the software they are creating. And what they know of, they can (sometimes) be so sneering and dismissive of that it actually impacts their design decisions. Like, “I don’t care, the user is stupid, I’m doing it the RIGHT way.” Even when the “stupid user” is like 90% of the population that’ll use your widget.
A new (and old) dev should read past customer tickets and talk to your customer support people, as they’ll have the actual real-world experience and examples with non-technical users that can give you insight into how to better create the thing that you are creating.
To make a comparison…say you were a furniture designer making chairs, and you’re 6’3". Sitting in the chair yourself and proclaiming it’s fine isn’t enough if your users are children, women, guys shorter than you, people lighter than you, people heavier than you, and the disabled. You need to actually understand how people who navigate the world in a different way than you do interact with the thing you’re making. A chair that works fine for someone who is 6’3" with two working legs might be unusable for a 11 year old who broke their foot, or a 4’11" grandmother who can no longer move heavy things around (say if the chair is solid and heavy and something a 6’3" dude could easily move).
With technology, it means average non-tech users will flow through menus differently than you, might have vision or hearing problems that you don’t have that make signals from the widget difficult to decipher, and people in general who are non-techie can also be more risk-adverse when it comes to things like clicking strange buttons. And that’s just the tip of the iceberg.
Also, it may not seem like it, but software is almost entirely about people. Everything comes down to the users. You need people to use your software. You need people to want to use your software. Even if your users are other engineers, you still need users. You could build the best piece of software ever made, but it’s nothing without usage.
Things like marketing, product, and design are usually equal parts of building software.
This is something that took me a long time to come to terms with.
Yup. It’s definitely always about people. The people using it.
I’ve worked in software support, QA, and technical writing.
A LOT of developers who come in as devs from the very start of their careers know very little about how the average person might interact with the software they are creating. And what they know of, they can (sometimes) be so sneering and dismissive of that it actually impacts their design decisions. Like, “I don’t care, the user is stupid, I’m doing it the RIGHT way.” Even when the “stupid user” is like 90% of the population that’ll use your widget.
A new (and old) dev should read past customer tickets and talk to your customer support people, as they’ll have the actual real-world experience and examples with non-technical users that can give you insight into how to better create the thing that you are creating.
To make a comparison…say you were a furniture designer making chairs, and you’re 6’3". Sitting in the chair yourself and proclaiming it’s fine isn’t enough if your users are children, women, guys shorter than you, people lighter than you, people heavier than you, and the disabled. You need to actually understand how people who navigate the world in a different way than you do interact with the thing you’re making. A chair that works fine for someone who is 6’3" with two working legs might be unusable for a 11 year old who broke their foot, or a 4’11" grandmother who can no longer move heavy things around (say if the chair is solid and heavy and something a 6’3" dude could easily move).
With technology, it means average non-tech users will flow through menus differently than you, might have vision or hearing problems that you don’t have that make signals from the widget difficult to decipher, and people in general who are non-techie can also be more risk-adverse when it comes to things like clicking strange buttons. And that’s just the tip of the iceberg.