If that head line doesn’t get you off of your chair, nothing will Graham Glass, John Wiegand, and Erich Gamma offers some useful advice for building good software in a series of posts on Graham Glass, etc.
How to Produce Good Software, Part 1
I've decided to write a series of blog entries about how to produce good software. Over the years, I've had the pleasure of writing a lot of award-winning software, and thought it would be fun to document the way that it was done. I also hope that the lessons learned will be useful to readers of this blog.
The specific areas that I intend to cover include:
- building a team
- release cycles
How to Produce Good Software, Part 2
In this part, I thought I'd present a little bit of my software writing background to provide some context for future parts.
How to Produce Good Software, Part 3
In this part, before I delve into the production of the software itself, I thought I'd write a little about why we chose to build the particular products that we did.
How to Produce Good Software, Part 4
In this part, I describe the activities that took place in the first few months of development. Things like marketing, pricing, and other such stuff are left out because they're outside the scope of this series.
How to Produce Good Software, Part 5
In this part, I focus on the power of simplicity, which contributed to the widespread awareness of products like Glue
How to Produce Good Software, Part 6
In this part (written during my lunch break while visiting webMethods in Sunnyvale, CA) I focus on how we planned product roadmaps.