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  • Original Org Patterns Site
    • Organizational Patterns of Agile Software Development
      • Book Outline
        • Preface
        • History and Introduction
          • An Overview of Patterns and Organizational Patterns
          • What Are Patterns?
          • What Are Pattern Languages?
          • Organizational Pattern Languages
          • How the Patterns Came to Us
          • Gathering Organizational Data
          • Creating Sequences
          • History and Related Work
          • Introspection and Analysis of Organizations
          • Shortcomings of State of the Art
          • Analyzing Roles and Relationships
          • How to Use this Book
          • Reading the Patterns
          • Applying the Patterns
          • Updating the Patterns
          • Who Should Use This Book?
          • Size the Organization
          • The CRC-Card Methodology
        • The Pattern Languages
        • Organizational Design Patterns
          • Project Management Pattern Language
          • Community of Trust
          • Size the Schedule
          • Get On With It
          • Named Stable Bases
          • Incremental Integration
          • Private World
          • Build Prototypes
          • Take No Small Slips
          • Completion Headroom
          • Work Split
          • Recommitment Meeting
          • Work Queue
          • Informal Labor Plan
          • Development Episode
          • Implied Requirements
          • Developer Controls Process
          • Work Flows Inward
          • Programming Episode
          • Someone Always Makes Progress
          • Team per Task
          • Sacrifice One Person
          • Day Care
          • Mercenary Analyst
          • Interrupts Unjam Blocking
          • Don't Interrupt an Interrupt'
          • Piecemeal Growth Pattern Language
          • Size the Organization
          • Phasing It In
          • Apprenticeship
          • Solo Virtuoso
          • Engage Customers
          • Surrogate Customer
          • Scenarios Define Problem
          • Firewalls
          • Gatekeeper
          • Self-Selecting Team
          • Unity of Purpose
          • Team Pride
          • Skunkworks
          • Patron Role
          • Diverse Groups
          • Public Character
          • Matron Role
          • Holistic Diversity
          • Legend Role
          • Wise Fool
          • Domain Expertise in Roles
          • Subsystem by Skill
          • Moderate Truck Number
          • Compensate Success
          • Failed Project Wake
          • Developing in Pairs
          • Developing in Pairs
          • Engage Quality Assurance
          • Application Design is Bounded by Test Design
          • Group Validation
        • Organization Construction Patterns
          • Organizational Style Pattern Language
          • Few Roles
          • Producer Roles
          • Producers in the Middle
          • Stable Roles
          • Divide and Conquer
          • Conway's Law
          • Organization Follows Location
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          • Face-to-Face Before Working Remotely
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          • Shaping Circulation Realms
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          • Responsibilities Engage
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          • Decouple Stages
          • Hub Spoke and Rim
          • Move Responsibilities
          • Upside-Down Matrix Management
          • The Water Cooler
          • Three to Seven Helpers per Role
          • Coupling Decreases Latency
          • People and Code Pattern Language
          • Architect Controls Product
          • Architecture Team
          • Lock 'Em Up Together
          • Smoke Filled Room
          • Stand Up Meeting
          • Deploy Along the Grain
          • Architect Also Implements
          • Generics and Specifics
          • Standards Linking Locations
          • Code Ownership
          • Feature Assignment
          • Variation Behind Interface
          • Private Versioning
          • Loose Interfaces
          • Subclass Per Team
          • Hierarchy of Factories
          • Parser Builder
        • Foundations and History
          • Organizational Principles
          • Priming the Organization for Change
          • Dissonance Precedes Resolution
          • Team Burnout
          • Stability and Crisis Management
          • The Open-Closed Principle of Teams
          • Team Building
          • Building on the Solid Core
          • Piecemeal Growth
          • Some General Rules
          • Make Love Not War
          • Organizational Patterns are Inspiration Rather Than Prescription
          • It Depends on Your Role in Your Organization
          • It Depends on the Context of the Organization
          • Organizational Patterns are Used by Groups Rather Than Individuals
          • People are Less Predictable than Code
          • The Role of Management
          • Anthropological Foundations
          • Patterns in Anthropology
          • Beyond Process to Structure and Values
          • Roles and Communication
          • Social Network Analysis
          • Distilling the Patterns
          • CRC Cards and Roles
          • Social Network Theory Foundations
          • Scatterplots and Patterns
        • Case Studies
          • Borland QuattroPro for Windows
          • A Hyperproductive Telecommunications Development Team
      • Appendices
        • Summary Patlets
        • Organization Book Patlets
        • Bibliography
        • Photo Credits
      • Mysteriously Missing
      • Supporting Pages
        • Common Pattern Language
        • Organizational Patterns
        • Diversity of Membership
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Scrum Pattern Group

Loose Interfaces

Cattle exiting through a "loose interface".

...sometimes architecture and organization are aligned in a particular manner (ConwaysLaw) because of geographical and organizational constraints. 

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To avoid development bottlenecks, we need to be able to limit the effect one team's work will have on another.

To help development of a system with many teams proceeding at a reasonable pace it is important to keep interfaces between systems somewhat flexible. This is particularly important in a situation where there are teams of developers that are geographically distributed (OrganizationFollowsLocation) and where rapid turnaround time for design and development is important. As an example, consider a project trying to build a prototype for an early customer demonstration to support a tender for bid. 

Communication is difficult. If requirements are changing and the teams are located in a variety of places then the poor communication can stall a project. This can be particularly problematic when an organization does not have an architectural center, such as described by ArchitectControlsProduct. 

This is particularly applicable in a research, pilot, or new technology application where teams are small, requirements are changing, and the potential for gridlock is great if dependencies are too high. There is typically an administrative or organizational center of the architecture, but does not always have the capability to design a complete system. 

Therefore: 

Limit the number of explicit, static, interfaces. Define large grained interfaces which allow developers to code against interfaces defined early, but which do not overly constrain functionality. Use LooseInterfaces like Callback, ParserBuilder and HierarchyOfFactories to achieve this. 

✥ ✥ ✥

Decoupling interfaces in this way will also simplify the development of EarlyAndRegularDelivery, since it makes it easier to build incremental systems. It can also make it easier to set up an environment where DeveloperControlsProcess by defining independent features at a small enough scale that they can be controlled by a developer or group. The end result is that as long as the components meet interface, quality, and other requirements, teams in different organizational units can implement them using any micro-process which suits them. 

Take care that the empire that supports the interfaces doesn't itself become a dominating focus that can drain project energy or create accidental coupling across the project. Brokers and other large communication frameworks have this danger. Keep the interfaces simple and in concert with business needs. 

Related Patterns: SubsystemBySkill addresses a similar situation, where the driving force is the skill set of the various teams.



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