phetsims / build-a-nucleus

"Build a Nucleus" is an educational simulation in HTML5, by PhET Interactive Simulations.
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Build a Nucleus 1.1 Retrospective #214

Closed zepumph closed 10 months ago

zepumph commented 10 months ago

https://github.com/phetsims/phet-info/blob/f9fcab965f857627b7a2da4d0bb90f95ea9edc1e/checklists/postmortem-process.md

marlitas commented 10 months ago

Here are the meeting minutes:

What was the timeline and who worked on this this sim when?

AP and LV from the beginning.

CK and LV: Original development of the decay screen. Published as a prototype. MS and CK and LV: worked on refactoring code for a second screen. 10/22 MS and LV: Picked things back up to add the chart intro screen. MK and LV: MK helping bring to the finish line around 7/23.

Successes:

**AP: LV’s goals of “full stack” involvement. Design, pedagogy, look and feel, development, phet processes. It was all her! AP: The sim is really excellent. I am proud of the final product. It is PhET-Like. AP: Though the sim took a long time to publish, the timeline met expectation. MS: LV got to work with 3 devs, which is a lot and that is good. MS: I appreciated all the outside dev support MS and LV got along the way. CK: LV full dev experience. Lots of good learning from things like factoring out code for a new screen. *CK: It is an amazing, award winning sim! MK: LV was really able to provide the stability through the whole process. *MK: QA was quick and easy. KP: Such a success story about an outside collaboration. KP: LV’s experience gain and general growth. LV: Growth and independence gained. **LV: Really happy with the sim, proud of it, able to present at conferences for it. LV: Design process: using Jason from the beginning. Iterative design/dev process.

Improvements:

AP: The sim took a long long time to publish. LV was pretty part time, MS CK and MK all had to trade the sim off and ramp up. *AP: It would have been nice if we knew from the beginning that LV could have been supported through all of it. It is hard to do this because of budgeting etc. MS: Hard to keep track of what we were working on, because of such a limited amount of weekly time spent on it. **MS: Hard to work on 2 very different sims at the same time (BAN and Center and Variability). *CK: Hard to work in such a split-time manner. Pairing started at just a few hours, but a larger chunk would have been more efficient and faster LV growth too. MK: I wish there were more resources (outside of direct pairing time) to support outside collaborators. *MK: Prototypes make sims hard to maintain, and it was much harder to publish because of it. KP: This was an unfunded simulation. That was a challenge. ***KP: We need to rethink the PhET model of having an intern. Supporting devs experience a really long tail on the sim. We need to brainstorm how to support interns/outside collaborators in our new iteration model. 2 years is pretty common for a sim publication when an intern is the lead. LV: Challenge to add the second screen well after the first screen. **LV: It was a challenge to switch the developer I was working with.

Discussion:

MS: Hard to work on 2 very different sims at the same time (BAN and Center and Variability) MK: I believe much of this has been solved with strong will and the iteration planning process (or so I hope).

KP: We need to rethink the PhET model of having an intern. Supporting devs experience a really long tail on the sim. We need to brainstorm how to support interns/outside collaborators in our new iteration model. 2 years is pretty common for a sim publication when an intern is the lead. AP: Let’s definitely brainstorm this. How can we support this? KP: Right now we just aren’t. AP: Even if not currently feasible, we should keep this in mind as an important mission-driven piece of PhET. MS: How does this relate to POSE? KP: We will need to solve this in relation to POSE (if we get that grant) MS: It is best if an intern can be in the sim from the start. MK: We may also want to raise the bar on what an intern can offer (more dev experience or ability to give that much more time) to help onboarding and to integrate into interaction-team-style phet development. AP: This is not an intern-onboarding problem. This is a general dev onboarding problem. If we added more supporting resources for onboarding devs in general, this would help interns. KP: This is part of the POSE grant work we are hoping to be able to do. NEXT STEP: another brainstorming conversation so that the answer isn’t what it currently is (we don’t take on interns).

LV: It was a challenge to switch the developer I was working with. KP: LV, even though it was hard to switch devs, did you feel it was valuable to see multiple dev styles? LV: I did like seeing the way different people worked, the main issue was in how the transitions between each dev occurred AP: Did the CK/MS overlap help? LV: Yes I think that helped, and then afterwards we would reach out to CK when we needed help. LV: It was more of a challenge because we switched to a different style. With CK I wasn’t leading as much, with MS I was now leading more and so that felt like a bigger jump. There was less reference to pull from on the second screen. MS: That may have been miscommunication on my part. I did not fully understand the learning relationship there. LV: Having MK observe MS/LV pairing was really helpful in that transition. AP: A process would be really helpful here. MS: There was a pairing session where we used the IntelliJ remote working tool (I could place my cursor and type on her screen). LV: I think that could have been helpful in that leadership transition.

NEXT STEP: Creating a process for switching devs, or just staying away from it. We need to reinvent the intern model. This is part of the above “Next Step”

Stats: BaN is on track for 500 thousands runs a year.

marlitas commented 10 months ago

@zepumph can this issue now be closed?