Why Crunch Mode Doesn't Work (2005)
legacy.igda.org
legacy.igda.org
I get that some firms see the productivity boost that happens during crunch mode and try to make that the new normal, but is this even that common? Do most firms not do as mine does and just crunch when you need to and have normal hours the rest of the time?
Superman Returns was worse: 9 months of 60+ hour, 6 days a week crunch.
It was a technically challenging project, though, and I learned a lot on it.
Common enough for people to talk about it. In some industries (especially games) it's become the norm. It requires mature management-employee relations and not short term profit maximisation.
You wake up, you know that your limo is waiting in 20 minutes. You'll start with a scheduled call on the way to gym. At the gym personal trainer makes sure you're giving maximum. Then the limo takes you to the private jet so you can catch the conference in Europe at 4pm. etc.
My point is, if the world around you revolves in a rhythm where falling out is not an option, you can find the balanced flow and rhythm so 100+ hour week full of balanced work is absolutely normal. You just stop wasting non-work time over the weekend and use it for maximum recovery and family-time.
Add a bit of humour and laughter to these 100+ hours and stop caring about issues you can't fix and it's a paradise to live in.
However, that's a big SHOULD/COULD/WOULD. Real world statistics probably reflect that most people either aren't capable or simply wouldn't maintain this kind of routine.
As opposed to "your project is behind, time for 11½ hour work days." I got that earlier this year. At least I was paid hourly at the time.
I doubt that the people who work[ed] on saturdays had a much different daily routine than those who didn't; but still, working that extra day only results in less work done.
You work that extra hour/day, week after week, and you see real productivity gains (not necessarily per-hour productivity gains, but marginally speaking, you make progress faster). As others have mentioned before, this trick can work very well in the short term.
However three months into it (roughly +150 man-hrs), you make a small blunder that nobody notices at first. One year later, it will blow up and set your whole team back for a whole month (assuming team_size = 5, -800 man-hrs). Everybody will try to catch up by staying an hour later, or working on the weekends... rinse and repeat.
The problem is that cause and effect are so far apart in time that nobody notices why this is happening. Usual suspects such as "rusty codebase" or "technical debt" get assigned with the blame and no lesson is learned.
It's NOT a tradeoff of more volume for less quality and increased risk. All the drawbacks you list are valid, and come on top of less total productivity.
You don't get a product built faster but with more defects and technical debt. You get the product built slower; with more defects and techical debt; and at a cost to the workers personal life in a true lose-lose tradeoff.
* WWI = death by explosive * over work == more defaults => more of your soldiers killed less of theirs, more money spent * so british army edicted a ban on overwork ~ 1917 followed by USA.
The question is does it matter more to produce the most defective products, or to produce stuff that works?
40 hours is the peak of the Laffer curve [productivity being inversely proportional to hours worked a week]. I have absolutely no data on variance for the peak of the Laffer curve (if you imagine attempting to gather this data, you'll notice it is extremely difficult). That being said, despite this lack of data, I have heard a lot of people claiming they can work a whole lot more and get more and more done. I do not believe their ad hoc methods have secretly outsmarted science. It seems more likely that they are mistaken (if only for the reason that it is very hard to measure and they universally lack specific reason to choose "my peak productivity happens at >60 hours a week" over "the volume of my work is more noticeable than the quality of my work", which is essentially universal -- but lines of code, as a metric, don't pay the bills).
Of course your point still stands, they'd just have to be even more of an outlier.
"We're really behind on building this bridge" "CRUNCH MODE!"
They got something, even if it's bug-ridden, which they can show and sell someone. And the fixes can be made between the "finish date" and the "first real use". The software that is ready after the finish date just has to work for presentations.
tax accountants crunch 3 months a year for 12+ hours a day. it's as predictable as clockwork.
construction crunches by adding 2nd and 3rd shifts to a project to get it done quicker.
investment bankers crunch their entire careers, basically.
political teams crunch during elections.
media crunches during newsworthy events or to wrap a project.
we're not that unique. "the grass is always greener..."
As outlined in the post, that way of working, doesn't (shouldn't) work. Especially when the code produced, or in the case of traders decisions made, might lose vast amounts of money due to a single mistake.
I'm curious, if anyone here works in that kind of an environment - How does this work? Are these numbers exaggerated? Are you all on stimulants? Do you see the kind of creeping errors and codebase decay one might expect?
Not in that industry, but working at a startup founded by two ex banking (albeit software) guys. A little bit of the culture has come along for the ride.
Google: define:crunch mode > "Crunch mode", also referred to as "crunch time," is the term used by those in the software development industry to describe working extra hours for extended periods of time in order to finish a project or meet a deadline.
This feels a bit link-baity, because it says nothing of how short, uncommonly used crunch modes help or hurt productivity - just how super-long work weeks are eventually more detrimental than helpful.
Edit: I would posit that short bursts of overtime - perhaps a single 60-80 hour week at the ramp up to a major release can actually be helpful if not exciting - if used quite sparingly. Research on that theory would be more interesting to me.
Anyway, I recall that you can actually raise short term productivity for up to four weeks or so, but expect lower output following weeks. The productivity falls if crunch runs longer then six weeks. Not sure about in between. That was just one study, so take it or leave it.
Last note: if you have 60-80 hour work weeks before every major release, then there is something wrong with your planning or process. In any case, it does not sounds like the release will be much tested before shipment.
Not only are our releases incredibly well tested (we have millions of players - there is no "untested") but we keep things pretty relaxed during normal development, and pre-release "crunches" result in improved team cohesion and morale. Releases feel like huge wins, and we always celebrate.
Please don't presume to know anything about anyone else without any evidence or first-hand knowledge of a situation. It's rather unbecoming.
If you think burnn-outs are cool, I can package you all of mine with their consequences in a small box and I can send them to you by mail. I'd be delighted, truly. Such a shame it is not possible.
And crunch are just burnin, the maniacal addictive phase before the depressive one. I am not sure living like unbalanced junkies should be considered a good idea. We are not politicians yet.
I started as a physical worker, and when I switched to computers, coming back to physical work felt like taking a holiday.
Now when I'm actively managing people and finances, having a 3-day code crunch is my definition of a walk in the sunshine. Sometimes I literally can't stop smiling during that period, it's such a relief.
HN has gotten in the habit of adding year of publication to submission titles for pre-2014 content recently and this one should probably get it as well.
I did seem to have struck a nerve with that comment. In the future I should be explicit that I'm just asking for a title update.
But it works!
I can't think of a single deadline that was "saved" by crunch mode that didn't also have some additional cost - if we had done a better job in the run up and avoided the crunch, we would have been significantly ahead or where we actually were.
Ymmv, naturally.