Closed jeffreywescott closed 7 years ago
@shereefb / @tannerwelsh: opinions on whether this is critical for Q1 2017?
I see it as critical for the "product is lean enough to be adequately maintained by 2 engineers" objective. Without it, we'll have to keep using support engineers to backfill data, amend mistakes, etc. Lots of wasted time.
Tracked here, closing.
@jeffreywescott commented on Tue Aug 09 2016
(depends on: #501, #503)
Strategic Goals this issues impacts
Benefits
Context
Cycles are a place for projects to be born, but they quickly mature and don't need any other parenting. they mature and die of their own accord.
Description
A project is the main object around which stats are generated. To make our game simpler, we want players to be in control of when a project is complete, to be incentivized to complete them, and to get immediate feedback upon project completion.
Mechanics Change
/cycle end
command from moderator (moderator is non-blocking)@tannerwelsh commented on Tue Aug 16 2016
moving to project-based (cycle-agnostic) stat calculation: need to answer "what is the minimum data needed to calculate stats and inform players?"
@tannerwelsh commented on Tue Aug 16 2016
moving to review, would love feedback from @LearnersGuild/los. note update to Playbook
@bundacia commented on Wed Aug 17 2016
I'm a little confused on a few points:
That's how it works already (except that we don't wait for project reviews because project review data isn't used for stats yet; Is this issue dependent on another issue that has us using that project review data?)
Currently there is a notification in the project channel every time a project review is completed. Are we saying we want to remove that?
I'm not sure I agree that we need to (or should) divorce projects from cycles like this. Are any of these assumptions going away?
Projects don't need to be too tightly coupled to cycles, but currently there is a specific cycle phase during which cycles may be born (the transition from GOAL_SELECTION to PRACTICE), and I think it's reasonable to have a specific cycle state during which project may be reviewed and end. Are we just trying to say that we want projects to be able to span multiple cycles?
This feels a bit like a proposal but the original tension isn't included here so I'm not sure what problem we're trying to solve. Maybe a user story would be helpful here.
I have a feeling that we're working rather hard to accommodate the "DM stats to users" UX we have now. Maybe things would be a lot simpler if stats were a pull, not a push. Just give the players a URL where they can see their up-to-date stats (and maybe even a command that slides that page out in a panel). Then notify them whenever events take place that could affect those stats (which we mostly already do), and they can go look at them. We could even make that page auto-update so you can keep it open during cycle reflection and watch your stats update in real time.
@tannerwelsh commented on Wed Aug 17 2016
XP depends on project completeness and quality stats, so to publish XP we'd need to hold off on stat calculation until sufficient project reviews have been completed.
We're talking about two different notifications. The stat update notification includes player-specific information about what stats were gained from the most recent project, and is not re-sent after a new project review (beyond the N needed for calculation) is submitted. The "new project review" notification doesn't include any stat data, and is unaffected by this issue.
Yes. New assumptions we want to be moving towards:
AFAIK, we want to move away from the notion of a cycle as a construct. Really we have a project formation process that moderators host on a regular basis, and in which players can participate in order to join projects that will match them with other players of similar skill level and at least one advanced player.
When these projects end (including retrospective and review) is irrelevant to the project formation process - it is the prerogative of the team to do so.
@tannerwelsh commented on Wed Aug 17 2016
Part of the initiative to allow for pick-up projects (can go into more detail later, most appropriately at next week's LOS Road Map Sync).
Some user stories that this is supporting:
@shereefb commented on Thu Aug 25 2016
RFI /cc @LearnersGuild/software
@jeffreywescott commented on Mon Aug 29 2016
Hey, all. I was going to move this to the implementation board, but before I do, I want to make sure I understand what is actually being delivered here.
From reading the description and the comments, I'm wondering if there's a hidden implication for some major data model changes to support this (unless I'm reading things wrong):
Or, are we leaving those things the way they are right now and just changing when stats are calculated and when the project-stats notification gets sent, acknowledging that the notification received may immediately go out of date as a result of further project reviews?
@shereefb commented on Mon Aug 29 2016
We are not removing cycles, or supporting multiple retros per player per project We are just chipping away at the tight coupling between projects and cycles. Moving towards a world were cycles are just a great way to co-ordinate a bunch of projects starting at the same time and sharing resources.
yes.
yep
@jeffreywescott commented on Mon Aug 29 2016
Got it. Will move this over soon. 👍
@shereefb commented on Thu Sep 22 2016
related #501
@jeffreywescott commented on Thu Sep 22 2016
@shereefb -- do we want to move this over to implementation, or just wait for #501? Seems like we'll be duplicating some effort, but if this is high-value, we can certainly move it across. Fair-warning, though: there's a pretty big backlog of stuff, and we're down one engineer. :-(
@shereefb commented on Thu Sep 22 2016
@tannerwelsh moving back to game mechanics because #501 really impacts this and gets rid of project review thresholds
@tannerwelsh commented on Thu Sep 22 2016
updated description
@tannerwelsh commented on Thu Sep 22 2016
both sub-issues in review, ready for review @shereefb @LearnersGuild/software
@shereefb commented on Fri Sep 23 2016
hmmm... couple of things here that are bugging me
@shereefb commented on Fri Sep 23 2016
Woah, just realized a great side-benefit of this is that we're now free of retaliatory-stats, since once all retros are in you can't change your retro. Right? Or would I still be able to change my retro because the cycle is still open? Something is not right here. This issue can't be implemented without retros being completely decoupled from cycles.
@tannerwelsh commented on Fri Sep 23 2016
@shereefb good points. Added this to description:
@tannerwelsh commented on Fri Sep 23 2016
re: @shereefb
Sure. No such thing as a "cycle end" in this scenario. A new cycle starting doesn't force stat calculation, or prevent retros from being submitted for projects in
REFLECTION
state.Yes. Moderator could override by removing the player from the project. But otherwise teams are responsible for submitting their retros, and will not earn stats from any project until ALL retros are complete.
It shifts the authority of stat generation from moderator (via
/cycle end
) to teams (via submitting retros).Nope. Retros can only be submitted once per player per project.
@jeffreywescott commented on Tue Oct 04 2016
Just want to note here that currently, the retrospective UI doesn't do any client-side validation, nor does it have a way to "go back", and IIRC, many players have re-issued the
/retro
command to correct mistakes that they made entering data in the past. I think we must address those UI issues before we can make it so that retros can only be submitted once per project.@jeffreywescott commented on Tue Oct 04 2016
@prattsj -- am I right about validation / "going back" above ^^^?
@prattsj commented on Tue Oct 04 2016
Correct - currently no back navigation. The trickiest part about back nav here is supporting page-by-page response persistence in a situation when we don't know up front how many "pages" there are (otherwise, we could just hold all responses client-side and send at the end, in which case we wouldn't need to call the server to retrieve page-specific values previously submitted, making back navigation - and prepopulating previously submitted answers -- relatively easy).
@tannerwelsh commented on Wed Oct 05 2016
Opened a new issue to cover this. Wasn't aware of the blocking navigation piece.
@jeffreywescott commented on Thu Oct 06 2016
Related #83