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Tests As Requirements for Design

If you ask anyone in the software industry if they do any software design, they will all say they do. When you ask them what artifacts do they create when they do software design they usually come up empty handed. Best case, someone will say that they make some sketches on a whiteboard and that’s their design. Let’s look at why designs are so rare, and what can we do to create valuable designs starting now.

Let’s look at three scenarios when design is deemed unnecessary overhead:

  1. My system is too simple, I don’t need design
  2. My system is too complex, I can’t design all of this
  3. Design is diagrams that are not useful for coding

(1) All systems start out small and grow. Dependable small systems can grow in to stable big ones. Based on years of industry experience, it seems that ignoring design in the small is a recipe for a lot of grief later. A design for a small system should also be little effort, but nonetheless valuable effort. So the real question is: why is the design for a small system not valuable?

(2) For a complex system not thinking about design not just at the beginning, but all along is akin to leaving things to happenstance. Yes, the system might work, though I’d rather not leave it to chance. For a complex system creating a design is more like a plan of how this system might come to being. At this level figuring out interactions between part of the system is required, since without knowing this, those parts will not be able to communicate. The design is there to guide the development work, and it is adjusted along the way, as new knowledge emerges.

(3) Considering that design can only be in the form of diagrams is also a common misconception. Design can take the form of many shapes, and diagrams are just one of them. Diagrams are quite useful when you want to look at the bigger picture.

The Way Forward Now

This is what you can do now on your current project: write a test that uses the code you are designing the way it will be used by its consumers (which may be you). You’ll focus on diagrams later. Now focus on creating designs in the form of function signatures for the code that you are developing.

Test-Driven Development (TDD) has been around for decades, however not many see it as a way to create the design of the code, and not only to test an existing design.

Late last year I came across David Farley’s book, Modern Software Engineering, where he states:

“Since we are writing the test first, before we have written any non-test code, that means that we are, at the moment we create the test, also designing the interface to our code. We are defining how external users of our code will interact with it.”

“Since we need the results for the test, we will design the code in a way that makes it easy for us to get at the results that we are interested in. This means that, in TDD, there is a pressure applied to write code that is more testable.”

So we get the benefit of creating a design, and making that design testable at the same time!

David Farley adds:

“One of the reasons that I value TDD so highly, as a practice, is the feedback that it gives me on the quality of my design. If my tests are hard to write, that tells me something important about the quality of my code.”

Let’s not delay writing designs anymore. It is easy to start, so get going. When you open your editor the next time to write some code, start with the test first, not because it’s cool, but because it will make your designs better.

Master Your Software Development Tools

Like all professionals, software developers built themselves tools, many software tools, to help them get their job done better. They used other tools, too. The chalkboard (replaced by the whiteboard), and paper & pencil have been with us from the very beginning. People wrote the algorithm, converted it by hand into machine code (in octal at first, then hexadecimal), and input it bit-by-bit into the machine. Later, as compilers were developed, the compiler became an essential tool. There are more tools now in the developer’s toolbox, each serving a unique purpose in the software development life cycle. With each tool comes the need to learn how to use it, to become good at getting the work done with it.

As a software engineer you are designing and implementing software. You, like most people, might start out with a sketch on the whiteboard or on a pad of paper. You sketch out what the system will look like, sometimes the UI, sometimes the internal structure, sometimes how it will interact with other systems. These sketches can be invaluable in conveying to the rest of your team your ideas. So practice sketching. You don’t have to become an artist at drawing. Just get good enough so that others can understand what your drawings mean and can build upon your ideas. And make sure that your writing is legible. Your good ideas will be lost if a day later you can’t read your own handwriting.

Most likely not all of your team will be in the same location, so you must take at least a picture of your sketches and share them with others. Or, you may need to draw them using a drawing, sketching, or diagramming tool that aids you in the capturing of designs. The more popular diagramming tools are Visio and OmniGraffle, but there are many others, too. You can also use a presentation software as a diagramming tool, since many have decent drawing capabilities. Either PowerPoint or Keynote will do. An open source alternative is Apache OpenOffice, which has a drawing tool and presentation software as well. An added benefit is that it also runs on many Linux variants. Some diagramming tools maybe already built into your favorite online tools, like draw.io, Gliffy, or Lucid Charts. Another popular online option is Google Draw. Many new tools are popping up every day.

Of course, you’ll also need a code editor. Pick an editor or an IDE and learn it well. People who have been in the software world for a long time tend to gravitate toward a few favorite editors: emacs, vi, TextMate, Sublime Text, Atom, or towards some of the popular IDEs: IntelliJ IDEA, Visual Developer Studio, Eclipse, Oracle JDeveloper, Xcode, NetBeans. Sometimes your workplace or your project determines which editor or IDE you have to use. Then you need to learn that tool, too. It is worth spending a few extra hours learning the tool that you need to use day in and day out—instead of fighting the tool every day. This is true for all other tools you have to use as well, not only code editors.

Set a personal goal to learn how to accomplish the most common tasks with keyboard shortcuts with just about every tool you frequently use. Write on a Post-It note 5 shortcut keys, and keep it in front of you. When you mastered those, add 5 more. As you get more proficient in the use of your tools you will notice that you can focus on the task at hand, instead of focusing on the tool or how to get a particular task completed. Once the tool blends into the background your performance will improve and others will start to notice the improvement as well.

Every now and then one still bumps into a developer who doesn’t deploy their code to see it running after he or she made changes to it. The basic process that all developers need to be able to perform on every project is at the minimum: compile, build, install and deploy, and test. There is no substitute for seeing your own code run and do what it is supposed to do, regardless of how confident you are that the one-line change or new feature you just implemented works. At the beginning of every project take the extra hour or even extra day that you need to ensure that you figured out how to run the code that you are about to work on.

Write a “Hello, World!” application for the platform that you work on, and make sure that you have automated your development loop. The work of compiling, building, installing, and testing of the code should be automated. Automation ensures that the build steps are performed consistently, so when there is an error it is easier to find the cause of that error. It allows you to focus on writing code for the desired new features and not focusing on the mechanics of the work.

Just as much as you are writing code, you will also need to fix it, too. You need to learn to use a debugger for the platform that you are working on. Even if at first you don’t have to do this, it is a good idea to learn how to debug your code, so you don’t fumble with the debugger the first time you really badly need it, because you will need it. Besides, you probably should consider stepping through code in the debugger from time-to-time, just to ensure that you know what’s going on when the code is executed.

Using revision control can be a mystery to new folks entering the field of software development. Why would you want to use it? Couldn’t you just have regular backups? Revision control is not a substitute for backups. Revision control is the mechanism to help you write better code by isolating the additions, deletions, and modifications you make to the codebase for each meaningful unit of change, be it a feature or a defect fix. Revision control helps you work as a team, where there are many others who also work in the same codebase. These days (late 2016) Git seems to be the revision control tool of choice for a lot of companies and projects. You should learn how to use Git, and get really good at it.

In addition to a tool, you also need a revision control process. Gitflow is one such process. As you work, adapt the process to your and your team’s needs.

Software development projects extend over several weeks or months and as such, guiding them toward a successful end is a significant effort. To assist in this effort, every project needs a shared task list to plan, guide, manage, track, and report on the work. A such tool is a centralized issue management system. “Issue” is a generic term; it can be a feature, a trouble ticket, a task, or any other work item that someone on the team needs to work on. The issue tracking system can assign different workflows to each type of work item to ensure that each follows the appropriate process toward its resolution.

Jira and Bugzilla are popular issue management systems. They even have connectors into revision control tools that allows the user that opens a work item to optionally create a code branch for the new code associated with that work item. GitHub Issues is the issue tracking system integrated into the popular GitHub revision control tool.

As you work with an issue management system, keep in mind the following:

  • Once you write up an issue, that issue becomes inventory and you have to manage it, which means: define, prioritize, validate, refine, develop, verify, and support it.
  • Keep the issues relatively small, meaning: each issues should require about 1 to 2 days of work to complete. Following this rule, you will have about 5 to 7 issues for a week. This allows you to maintain a good pace for your work, and always able to report where you are.

Here are a few more tools that you should know about. Each can help you get your work done better, faster, more effectively:

  • Code review tool that provides a collaborative environment for code reviews. Some revision control systems have such capabilities, but a specialized tool will improve your team’s output.
  • Unit test framework to run all unit tests. Some of these capabilities are part of almost every modern build system.
  • Unit test code coverage tools that measure how much of the product source code base is exercised by the set of unit tests your team wrote.
  • Code analysis tools to identify dependencies, measure code size, cyclomatic complexity, etc.
  • Requirements capture and management tool. The wiki or the issue management system can do this job, too.
  • Code performance measurement tools. Some of these are capable of estimating power consumption (which is very important on mobile platforms).

You owe it to yourself to learn the tools that you use every day to get your work done. By getting proficient with the tools you use, you allow yourself to focus on the task at hand, and sooner or later your tools will blend into the background, allowing your creativity to shine.

Enjoy the journey!

Software Engineering Essentials for the Working Software Developer

The previous article in the series mentioned topics that are rarely if ever discussed in a Computer Science curriculum. The topics in this article are also often skipped. Unfortunately, the knowledge of these software engineering topics is quite important for a working software developer who has software to build and deadlines to meet.

This the fourth article in the series on Starting in a Software Development Career.

Structure: Components, Modules, and Subsystems

The previous part of this series, on Computer Science Essentials, started out with the importance of assigning responsibilities to parts of the software system. But what are those parts? Here is a quick rundown of some terminology to think and reason about the structure of a software system.

This terminology was born out of the need to enable a team to build a reasonable size system, between 100,000 to 500,000 lines of code. Anything beyond that size should be considered “a system of systems.”

In most programming languages the simplest structural software element is a statement. However, program language statements don’t stand alone, they are grouped into a function. Functions are grouped into a class, struct, or namespace depending on the language that you are using. Classes are grouped into a component; components form a module; modules form a subsystem, and—at the highest level—subsystems form a system.

The structural elements above are only a recommendation, a rule of thumb. Once adopted, they imply a certain size and level of abstraction for the team that is using them. You may have to customize this for your situation. Start by establishing a hierarchy of parts and target sizes for each structural element. Here is a recommendation on sizes for you to start with:

  • Function: 10 lines of code (LOC); range: 2 to 20 LOC
  • Class, Struct, or Namespace: 200 LOC; range: 100 LOC to 1 KLOC
  • Component: 2,000 LOC (2 KLOC); range 1 to 4 KLOC
  • Module: 20 KLOC; range 10 to 40 KLOC
  • Subsystem: 50 KLOC; range 20 to 100 KLOC
  • System: 250 KLOC; range 100 to 500 KLOC

The objective of establishing the nomenclature for the levels of abstraction and sizes is to speed up the conversation about the system. This provides the vocabulary for a team to talk about the system.

Why should you care about structure? What is the meaning of these structural elements? The function and the class are basic abstractions, and they extend the capabilities of the language and its fundamental libraries. The class is an abstract data type that extends the language. Components, modules, and subsystems group related functionality in the problem domain. These elements enable the team to quickly talk about these without getting into the details of their implementation as they are composing parts and building new functionality.

Revision Control

When building software some of the paths that you and your team go down on will be in error. You will have to backtrack and restart work from a known good state. This is where a revision control system comes to your rescue. In a nutshell: the revision control system allows you—the individual developer—to carry out experiments, recover from mistakes, and—for your team—to share the work with your collaborators: allows you to co-create.

In order to benefit from revision control, you have to make your thinking explicit, and use the revision control system to record your decisions. For example: you just received a defect report that states that the shipping charges are not computed correctly. Next you create a branch, figure out what the problem is, implement the fix, verify that it all works, then merge your branch into the main code line. If your fix fails, then you can restart your work from the point where you started from.

Similarly, create a branch for any new work you are doing on the system. Working in the branch creates a moment of calm and stability while you implement the new feature. The time you work in the branch should be short (a few hours to a couple days at most). Any longer than that and the moment becomes a frozen epoch, and you face a mountain of changes as you try to bring your new feature into a system that has evolved while you were not looking.

Issue Management

Issue management is one of the dark knights of software development. It is powerful, but often avoided by developers and their teams. Sometimes, it can feel like a lot of work. Issue management describes a group of related activities.

Define the work. Issue management is an expression that refers to the management of defects, tasks, features, or any other items of work that are collectively known as issues or work items. Think of an issue as a unit of work. Start by writing down what the work is; this becomes an “issue.” The issue needs to have at least two parts: a name, and a description. Find a good name that helps you quickly recall what this work is when you see the issue name in the list. Once you named the issue, next describe it in sufficient detail that you can recall what that work is even a week or two later. Now that you defined the issue, you can start managing it.

Order and schedule the work. You must decide in what order and when to do the work. The simplest method is sequencing issues one after another in the order in which they can be completed based on the dependencies between them. You could also schedule the issues on the calendar. Or you can use a more complicated scheduling algorithm that distributes the work across many people and based on constraints and rules. When you start out and your team is relatively small, just stick to the simple stuff.

Perform the work. Do them in the order that you arranged them and how you scheduled them. This sounds simple. What complicates it is that you need to be mindful that if you see that the defined work no longer makes sense, then you need to change it, and quite possibly you need to define new work. You may need to change the ordering and scheduling, too.

Capture the progress and the completion of the work. While you work, remember to record your progress. If something takes longer than an hour, set the status of the item to “In Progress,” especially if you are working on a team. After all, you don’t want two people to work on the same stuff. When you are done, mark it complete. It feels good to finish stuff!

Revision control and issue management should work together. Revision control systems provide a capability to associate the source code you write with an issue from the issue management system. This way you can tie the definition of the work to the work you did as a result of the issue you defined. This capability comes in most useful when you are trying to figure out how something went wrong.

Design

The hidden secret of design is that everybody says that they design, but you find almost no artifacts of the design activity, excepting a few confusing whiteboard sketches. Without artifacts, there are only thoughts about design.

Why no artifacts? One reason might be that is easier to talk about it, than to write it down. Design is a high-intensity mental activity. You have to envision how the system will look or work, before actually building it. You have to draw pictures and write some prose that talks about both the system’s structure and its behavior.

Here are the essentials: you needed to draw “boxes,” “lines,” and write some “text.” The boxes are software parts. The lines are dependencies between those parts, and the text explains their responsibilities.

The beauty and freedom of design is that starting from the top down you can invent the boxes that you need to implement your system. At the top level you divide up all the responsibilities of the system across the parts (the boxes) that you have identified. Draw the lines between them: this tells the story of how those boxes communicate between them.

Next, focus on one of the new “boxes” that you envisioned and the responsibilities that you assigned to it. How will it perform those? Design what’s inside that box. The method is the same: identify the boxes that are inside it, draw the dependency lines, and assign the responsibilities. No magic. Some part of the system has to do the work, that part must be identified, and the responsibilities assigned.

Whenever you can use “boxes” that already exist, so that you don’t have to write them. Then your job is to fill in the gaps, write those software parts that you don’t yet have.

Check your design by “role-playing” or walking through step-by-step the use case that the system has to support. Do you have a software part identified to perform every bit of the use case? Does the part have sufficient responsibilities to do the work? If yes, move on to implementation.

Architecture

Each of the topics discussed so far has several books written about it—this is true for architecture as well.

“The software architecture of a system is the set of structures needed to reason about the system, which comprise software elements, relations among them, and properties of both.” (#1) The reason you should care about architecture goes back to assigning responsibilities and making fundamental decisions about the system’s structure and desired behavior. These decisions will ultimately place constraints on the system’s implementation.

As you are starting out in your career in software development you’ll encounter architecture mostly in negative statements, like: “Someone needs to make architecture decisions around here.” and similar. Developers usually decry the lack of architecture, but rarely step up to the plate to actually do something about it. Architecture decisions must balance both technology and business strategy constraints. And this seems to be the stumbling block for most developers. A software system’s architecture must support the business strategy the organization decided to follow. However, most developers don’t want to get into business strategy, only technical strategy, therefore not that many people work on real architecture.

The need to focus on and the understanding of business strategy is also what distinguishes architecture from design. A system’s architecture in some sense also represents the totality of technical decisions based on the business strategy the organization adopted. Once the architecture is in place, then the design decisions that follow implement those decisions.

Just like with design, there is always an architecture for any system, even if no deliberate action was taken to devise one. This is fine sometimes, at least until the business makes some strategic changes. Then everybody wonders why things are the way they are with the system. As with some other activities, the value of architecture often becomes clear only when change happens.

Summing up: when you write software through a series of deliberate actions, you may still not get the software that your users want, but at least you will know how you got there. That gives you a chance to make the necessary corrections to get to what your users want.

Enjoy the journey!

  1. Bass, Len, Paul Clements, and Rick Kazman. Software Architecture in Practice. 3rd Ed. Boston: Addison-Wesley, 2013.

Computer Science Essentials for the Working Software Developer

Some key nuggets of knowledge toward writing good code are either not taught in school or are mentioned as esoteric theoretical knowledge and most people don’t realize how practical and important they are for competent, everyday software development work. Building software from components, assigning responsibilities to components, deliberately deciding how state is stored, coupling, cohesion, and cyclomatic complexity are essential elements of good software practice.

This the third article in the series on Starting in a Software Development Career.

When you write code you are solving problems: small ones, big ones, one problem after another. Problems you need to solve tend to be too big to solve with just a few lines of code. You have to take most problems apart, and identify smaller problems that make up the big problem (small ones that you can solve). These smaller problems are the components that you identify. To be successful at writing software that solves big problems, you have to be good at writing software components that solve a part of the big problem. Building software from components is the first critical skill to master for a software developer.

As you are taking things apart, identify which part of your code will do what. In other words, assign responsibilities to parts of your code (#1). A good component has clear responsibilities and collaborators to get its job done. Of course, as you are taking the problem apart, you must keep in mind that you will have to reassemble the parts in order to make the system work.

Each part of the software has to be responsible for doing some work, and you have to decide what that work is. Each line of code, each function has to be responsible for something, otherwise why would you include that line of code in the system? Assigning responsibilities to parts are possibly the most important decisions that you make during the design of the software system.

But why would you want to assign responsibilities to software parts? The short answer is to cope with complexity. This allows you manage the complexity of not having to think about how the part is implemented. As you are assembling the parts, what matters is the part’s interface and its responsibilities.

A subset of important decisions as part of the responsibility assignment are deciding which part of the system should hold on to state. State is a term that collectively refers to any data that the software holds. This state can be short-lived or long lived. Sprinkling the state across a large swath of the system will make it difficult to reason about the behavior of the system.

A good strategy is to make a large portion of the system stateless, sometimes referred to as purely functional. Make sure that this part of the system doesn’t have any side effects, in other words each function only operates on its input parameters and returns its results for others to use.

After graduating from college, like many others, you probably thought that most of what you were taught will not be all that useful during your “real” work. Interestingly enough—if you are a computer science graduate who develops software—most of the things you learned will come in handy at some point in your career, provided you know when and how to apply them. Here are three esoteric sounding things that are present every working day, even if you don’t recognize them: coupling, its close relative, cohesion, and their friend, cyclomatic complexity.

As you are deciding on the responsibilities and where to store state, you need to pay attention to coupling, cohesion, and cyclomatic complexity. Coupling is a connection or dependency between two software parts and it’s a measure of that relationship. Coupling exists, because it must, in every software system. Without coupling, or in other words, without being connected to or dependent on one-another, one function could not call another function.

A certain amount of coupling is necessary for a system to do its job. The problem appears when in a system there is too much coupling. For most cases it is best to have as little coupling as you can get away with. As systems evolve, the amount of coupling can become troubling. When there is too much of coupling it becomes difficult to change the system without creating undesirable changes to parts of the system that you didn’t intend to disturb.

While coupling looks at the relationship between parts of the software system, cohesion looks at what’s happening inside a software part. Specifically, cohesion describes how strongly the responsibilities of a software part (be it a function, class, component, module, subsystem, or even system) are related to one another, and how consistent those responsibilities are.

A software part is called cohesive if the software part’s responsibilities are focused around a single purpose and form a meaningful unit. Why is cohesion important? If we keep related things together, then we can reduce the churn caused by changes in the system. If you ensure that the software parts you write are cohesive, meaning that the related responsibilities are kept together, then as a result they don’t have to talk to too many components, thus they will have lower coupling.

So far we looked at a software part and said that it’s cohesive if its responsibilities are related to each other, and it has low coupling if it doesn’t have to talk to a lot of other parts to get its job done. Next let’s see how well it gets the work done. The formal definition of cyclomatic complexity is that it measures the number of linearly independent paths through a function or procedure.

Empirically you can get a feel for cyclomatic complexity by looking at the function. When you see complex conditional series of if .. else if .. else if, if .. and you get the feeling that this looks pretty hairy, then cyclomatic complexity is probably out of whack. There are tools that measure the cyclomatic complexity number (CCN) of each function in your code. If the CCN is greater than 10 for a function, then there is a good chance that it’s difficult to comprehend that function and you should consider rewriting it.

By paying close attention to the assignment of responsibilities to components, state, coupling, cohesion, and cyclomatic complexity as you are writing software, you can make your code much easier to design, write, and read. Keep in mind that you are the primary reader of your code, since you have to go over it many times before its complete. The easier you make it to comprehend, the more likely that you will complete it faster and with fewer defects.

Happy coding!

  1. Larman, Craig. Applying UML and Patterns, An Introduction to Object-Oriented Analysis and Design and Iterative Development. Prentice Hall PTR. Upper Saddle River, NJ. 2005.

Your Professional Relationship With Your Colleagues

In some places software development is still regarded as a highly technical activity performed by a lone genius programmer writing fantastic code. That’s not quite the case anymore. While an individual can still write great programs alone, most programs require more than one developer (otherwise their completion might miss the market window). Software development has increasingly become a cross-functional team activity (even if the team in many cases is not located in the same office, or even on the same continent). Your ability to work with your colleagues has become a critical aspect of your success as a knowledge worker.

This the second article in the series on Starting in a Software Development Career.

Developing software is as much a team activity as it is an individual effort. Sure, there will be times when you will be designing and writing code on your own. Most of the time though you’ll be working with a design or coding partner, or a small team of 3 or 4 people on a multitude of collaborative tasks.

If your team is bigger than five people then it’s likely that you are on a multi-disciplinary team. Most team members will be software developers, but there will be other disciplines represented, too. As a person new to the profession, when you work with developers there are two important things that you can do to earn some credibility with them: (1) complete the tasks that are assigned to you, and (2) anticipate some of the questions that puzzle the team and do the legwork to look up the answers and present them to the team.

When working with developers find ways to assist them when they need it. As a new person on the team one of the best things that you can do is research things that the others need information on. When someone says: “Who has any idea how this XYZ API works?” then you can find the relevant documents and useful sample code to help them out.

In order for knowledge work to be effective, knowledge workers must specialize. This is true for software developers, too. There are developers who specialize on back-end or server-side development, front-end or user interface development, database development, mobile app development, mobile web development, desktop application development, etc. Some specialize on specific languages or platforms. And some are full-stack developers who benefit from the ubiquity of a language on both front-end and back-end that allows them to work effectively on the entire application.

Beyond developers, you will be working with quality assurance folks. They are often called in too late (if at all) to participate in the development process which makes things worse then it should be. You can do things better by going to QA and talking to them early about the work you intend to do and ask for their advice on how to avoid common pitfalls. You’ll be surprised how much better your code will work once you let them assist you from the beginning. They will also benefit because they won’t have to scramble to find out everything in the last minute, when everybody is upset that the product hasn’t been shipped yet.

You may also be working with a product manager who is leading the effort in defining what the product is. Product managers have many challenges and are getting pulled into lots of directions. When they ask for your help, find ways to assist them. They are capturing ideas that the team and the users have, clarifying the market need, and working with the entire team to put a product out to fill that need.

Business analysts and requirements analysts study a particular business and capture the knowledge in a digestible format for efficient consumption by the rest of the team. They convert obscure and difficult to grasp business intricacies into developable features by collaborating with product managers, quality assurance analysts, developers, etc.

If you are lucky, then your team will have at least one user experience (UX) professional. The UXers are the ones who make your software be user empowering instead of user aggravating. If you are not fortunate enough to have them on your team, then at least read up on elementary usability concepts and employ those techniques to make your software easier to use. A common mistake that we all make as developers that we design the software as if we would be the users of it. Sometimes we are the users, but most often we are not. (Then we end up like the little boy who gives his mother a firetruck for her birthday because that’s what he wanted to get for his.)

When it comes to working with your manager, a good starting strategy is to understand your manager’s goals and objectives. Based on those find a way to align your goals with their goals. This can be difficult, since there may not be a clear line of sight from what you do to what is expected of your manager. You may need to ask for help, which could be hard to get from a busy manager. So, then you do the next best thing: find a mentor who can provide you with guidance.

Mentors come in all shapes, sizes, and ages. In just about any size organization you will find somebody who can help you grow in your role, or who can help you grow your skills, or who can help you navigate the organization. All you have to do is find them. These are the folks who are ready to help you just for the asking. The benefits are usually mutual: they get somebody to whom they can pass on their experience and who can bring a fresh perspective into their world. And you benefit from their wisdom.

Sometimes your organization just doesn’t have the right person who can be your mentor. Then you need to turn to outside mentors. Look beyond the company and find user groups and professional organizations. There is a good chance that you will find somebody who will be glad to assist you or coach you. And, if all else fails, there are usually good online resources or good books to study on the subjects that can help you grow and achieve your professional goals.

There are other folks in the organization with whom you may rarely talk, but you should know that they also have an important contribution to make toward the success of your team. These are the folks in corporate operations (like administration, payroll, contracting, etc.), IT operations, etc. Without them, you’d have to do all the work that they do. Be grateful that they do a good job and so that you can focus on yours.