Article: Healthcare.gov and the Gulf Between Planning and Reality

Great article by Clay Shirky (as usual):

One of the great descriptions of what real testing looks like comes from Valve software, in a piece detailing the making of its game Half-Life. After designing a game that was only sort of good, the team at Valve revamped its process, including constant testing:

This [testing] was also a sure way to settle any design arguments. It became obvious that any personal opinion you had given really didn’t mean anything, at least not until the next test. Just because you were sure something was going to be fun didn’t make it so; the testers could still show up and demonstrate just how wrong you really were.

“Any personal opinion you had given really didn’t mean anything.” So it is in the government; an insistence that something must work is worthless if it actually doesn’t.

An effective test is an exercise in humility; it’s only useful in a culture where desirability is not confused with likelihood. For a test to change things, everyone has to understand that their opinion, and their boss’s opinion, matters less than what actually works and what doesn’t. (An organization that isn’t learning from its users decided it doesn’t want to learn from its users.)

From http://www.shirky.com/weblog/2013/11/healthcare-gov-and-the-gulf-between-planning-and-reality/

This is true in all of software development. I see it on a regular basis on the XWiki.org dev lists: heated arguments about such or such features between committers and stakeholders, without much actual data to base our opinions on - and I'm as guilty of this as anyone else.

Given that this can be an issue even when all participants are of good faith, it's easy to understand why in the political / government realm things have the potential to go a lot wronger.