Bus factor

Last updated

The bus factor is a measurement of the risk resulting from information and capabilities not being shared among team members, derived from the phrase "in case they get hit by a bus". It is also known as the bus problem, truck factor, [1] or bus/truck number.[ citation needed ]

Contents

The concept is similar to the much older idea of key person risk, but considers the consequences of losing key technical experts, versus financial or managerial executives (who are theoretically replaceable at an insurable cost). Personnel must be both key and irreplaceable to contribute to the bus factor; losing a replaceable or non-key person would not result in a bus-factor effect.

The term was first applied to software development, where a team member might create critical components by crafting code that performs well, but which also is unavailable to other team members, such as work that was undocumented, never shared, encrypted, obfuscated or not published. Thus a key component would be effectively lost as a direct consequence of the absence of that team member, making the member key. If this component was key to the project's advancement, the project would stall.

Definition

The "bus factor" is the minimum number of team members that have to suddenly disappear from a project before the project stalls due to lack of knowledgeable or competent personnel.

The expression "hit by a bus" describes a person either dying or more generally disappearing suddenly from the project. It is used to describe hypothetical future disappearances in a darkly humorous way. Team members do not literally have to get "hit by a bus" for the "bus factor" to apply—any number of events could occur in which a team member could be suddenly and substantially prevented from working on the project. This could include a person taking a new job, going on parental leave, or changing lifestyle or life status.

For instance, say a team of 30 people produces bread in three necessary steps: mixing ingredients, kneading the dough, and baking. Ten people know how to mix ingredients, all 30 people know how to knead the dough, and 5 people know how to bake. If all 5 people who know how to bake disappear, then the team cannot produce bread, so the team's bus factor is 5. A bus factor of one is a single point of failure.

History

An early instance of this sort of query was when Michael McLay publicly asked, in 1994, what would happen to the Python language if Guido van Rossum were to be hit by a bus. [2]

"Truck number" was already a recurring concept in the Organizational Patterns book published in 2004, [3] itself an evolution of the work published in the first book of the Pattern Languages of Program Design series in 1995, [4] which was the publication record of the first Pattern Languages of Programs conference in August 1994, where it was referenced in patterns including Solo Virtuoso. [5] The term was used[ clarification needed ] in mental health in 1998. [6] It was seen in engineering by 2003, [7] and the Debian project in 2005. [8]

Studies conducted in 2015 and 2016 calculated the bus/truck factor of 133 popular GitHub projects. The results show that most of the systems have a small bus factor (65% have bus factor ≤ 2) and the value is greater than 10 for less than 10% of the systems. [9] [10]

The term is mostly used in business management, and especially in the field of software development.[ citation needed ]

Improving the bus factor

In many software development projects, one goal is to share information in order to improve the bus factor, potentially to the size of the entire team. A good bus factor means many individuals know enough to carry on and the project could still succeed even in very adverse events. [11]

Several ways to improve the bus factor have been proposed:

See also

Related Research Articles

<span class="mw-page-title-main">Computer program</span> Instructions to be executed by a computer

A computer program is a sequence or set of instructions in a programming language for a computer to execute. It is one component of software, which also includes documentation and other intangible components.

A design pattern is the re-usable form of a solution to a design problem. The idea was introduced by the architect Christopher Alexander and has been adapted for various other disciplines, particularly software engineering.

<span class="mw-page-title-main">Kent Beck</span> American software engineer

Kent Beck is an American software engineer and the creator of extreme programming, a software development methodology that eschews rigid formal specification for a collaborative and iterative design process. Beck was one of the 17 original signatories of the Agile Manifesto, the founding document for agile software development. Extreme and Agile methods are closely associated with Test-Driven Development (TDD), of which Beck is perhaps the leading proponent.

<span class="mw-page-title-main">Martin Fowler (software engineer)</span> American software developer, author and public speaker

Martin Fowler is a British software developer, author and international public speaker on software development, specialising in object-oriented analysis and design, UML, patterns, and agile software development methodologies, including extreme programming.

In computer programming and software design, code refactoring is the process of restructuring existing source code—changing the factoring—without changing its external behavior. Refactoring is intended to improve the design, structure, and/or implementation of the software, while preserving its functionality. Potential advantages of refactoring may include improved code readability and reduced complexity; these can improve the source code's maintainability and create a simpler, cleaner, or more expressive internal architecture or object model to improve extensibility. Another potential goal for refactoring is improved performance; software engineers face an ongoing challenge to write programs that perform faster or use less memory.

In software engineering, a design pattern describes a relatively small, well-defined aspect of a computer program in terms of how to write the code.

<span class="mw-page-title-main">Unix philosophy</span> Software development philosophy

The Unix philosophy, originated by Ken Thompson, is a set of cultural norms and philosophical approaches to minimalist, modular software development. It is based on the experience of leading developers of the Unix operating system. Early Unix developers were important in bringing the concepts of modularity and reusability into software engineering practice, spawning a "software tools" movement. Over time, the leading developers of Unix established a set of cultural norms for developing software; these norms became as important and influential as the technology of Unix itself, and have been termed the "Unix philosophy."

Agile software development is an umbrella term for approaches to developing software that reflect the values and principles agreed upon by The Agile Alliance, a group of 17 software practitioners in 2001. As documented in their Manifesto for Agile Software Development the practitioners value:

James O. Coplien, also known as Cope, is a writer, lecturer, and researcher in the field of computer science. He held the 2003–4 Vloeberghs Leerstoel at Vrije Universiteit Brussel and has been a visiting professor at University of Manchester.

In agile principles, timeboxing allocates a maximum unit of time to an activity, called a timebox, within which a planned activity takes place. It is used by agile principles-based project management approaches and for personal time management.

Object-oriented analysis and design (OOAD) is a technical approach for analyzing and designing an application, system, or business by applying object-oriented programming, as well as using visual modeling throughout the software development process to guide stakeholder communication and product quality.

<span class="mw-page-title-main">Scrum (software development)</span> Management framework

Scrum is an agile team collaboration framework commonly used in software development and other industries.

Agile testing is a software testing practice that follows the principles of agile software development. Agile testing involves all members of a cross-functional agile team, with special expertise contributed by testers, to ensure delivering the business value desired by the customer at frequent intervals, working at a sustainable pace. Specification by example is used to capture examples of desired and undesired behavior and guide coding.

Organizational patterns are inspired in large part by the principles of the software pattern community, that in turn takes it cues from Christopher Alexander's work on patterns of the built world. Organizational patterns also have roots in Kroeber's classic anthropological texts on the patterns that underlie culture and society. They in turn have provided inspiration for the Agile software development movement, and for the creation of parts of Scrum and of Extreme Programming in particular.

<span class="mw-page-title-main">The Hillside Group</span>

The Hillside Group is an educational nonprofit organization founded in August 1993 to help software developers analyze and document common development and design problems as software design patterns. The Hillside Group supports the patterns community through sponsorship of the Pattern Languages of Programs conferences.

Douglas C. Schmidt is a computer scientist and author in the fields of object-oriented programming, distributed computing and design patterns.

Linda Rising is an American author, lecturer, independent consultant. Rising is credited as having played a major role in having "moved the pattern approach from design into corporate change." She also contributed to the book 97 Things Every Software Architect Should Know, edited by Kevlin Henney and published by O´Reilly in 2009 (ISBN 059652269X).

Specification by example (SBE) is a collaborative approach to defining requirements and business-oriented functional tests for software products based on capturing and illustrating requirements using realistic examples instead of abstract statements. It is applied in the context of agile software development methods, in particular behavior-driven development. This approach is particularly successful for managing requirements and functional tests on large-scale projects of significant domain and organisational complexity.

<span class="mw-page-title-main">Extreme programming</span> Software development methodology

Extreme programming (XP) is a software development methodology intended to improve software quality and responsiveness to changing customer requirements. As a type of agile software development, it advocates frequent releases in short development cycles, intended to improve productivity and introduce checkpoints at which new customer requirements can be adopted.

<span class="mw-page-title-main">Tim Lister</span>

Tim Lister is an American software engineer and author with specialty in design, software risk management, and human aspects of technological work. He is a Principal of The Atlantic Systems Guild Inc. and a fellow of the Cutter Consortium. He is a two-time winner of the Jolt Award for best published software development book of the year.

References

  1. Bowler, Michael (May 15, 2005). "Truck Factor". Agile Advice. Archived from the original on April 29, 2021. Retrieved April 9, 2014.
  2. McLay, Michael (June 29, 1994). "If Guido was hit by a bus?" (Mailing list).
  3. Coplien, James; Harrison, Neil (July 26, 2004). Organizational patterns of agile software development. Wiley.
  4. Coplien, James; Schmidt, Douglas (May 12, 1995). "Chapter 13, A Generative Development-Process Pattern Language". Pattern Languages of Program Design. Addison Wesley. Bibcode:1995plpd.book.....V.
  5. Coplien, James (August 4, 1994), "A Generative Development-Process Pattern Language", Internal proceedings of PLoP 1994, Allerton Park, Illinois: unpublished., archived from the original on September 12, 2014, retrieved September 12, 2014
  6. Simon, Robert (May 17, 1998). The Mental Health Practitioner and the Law: A Comprehensive Handbook. Harvard University Press. p. 69. ISBN   0-674-69721-9.
  7. Redmond, Matthew C.; Newton, Paul (2003). "Integrating GIS in the Engineering, Planning and Design Processes" (PDF). Archived from the original (PDF) on 2012-03-12.
  8. Reinholdtsen, Petter (November 11, 2005). "Re: Resignation and uploads" (Mailing list).
  9. Avelino, Guilherme; Valente, Marco Tulio; Hora, Andre (September 10, 2015). "What is the Truck Factor of popular GitHub applications? A first assessment". PeerJ Preprints. doi: 10.7287/peerj.preprints.1233v3 . Archived from the original on December 8, 2015. Retrieved December 4, 2015.
  10. Avelino, Guilherme; Passos, Leonardo; Hora, Andre; Valente, Marco Tulio (2016). "A novel approach for estimating Truck Factors". 2016 IEEE 24th International Conference on Program Comprehension (ICPC). pp. 1–10. arXiv: 1604.06766v1 . Bibcode:2016arXiv160406766A. doi:10.1109/ICPC.2016.7503718. ISBN   978-1-5090-1428-6. S2CID   19238548.
  11. James Coplien, Pair Programming Illuminated. Quote: "How many or few would have to be hit by a truck (or quit) before the project is incapacitated?"
  12. 1 2 3 "Increasing your team's bus factor". 2008-09-03. Archived from the original on 2016-04-16. Retrieved 2015-12-04.

Further reading