Notes on The Superstruct Manifesto
- Epigraph
- Introduction
- Chapter 1: We Will Not Inflict Daily Standups on Our Devs
- Chapter 2: We Will Not Test Devs with Computer Science Riddles
- Chapter 3: We Will Not Recruit 10x Developers
- Chapter 4: We Will Not Let Devs Start without an Estimate
- Chapter 5: We Will Not Sprint
- Chapter 6: We Will Not Allow Our Devs to Multitask
- Chapter 7: We Will Not Accept the First Solution a Dev Thinks Up
- Chapter 8: We Will Not Allow Our Devs to Talk in Private
- Chapter 9: We Will Not Allow Our Devs to Wander Off
- Chapter 10: We Will Not Let Our Devs Boss Us Around
- Conclusion
- Key Takeaways
Epigraph
“It’s not because things are difficult that we dare not venture. It’s because we dare not venture that they are difficult.” – Seneca
Introduction
Foundational Points
Context
- Many founders fail for avoidable reasons.
- There are plenty of unpredictable problems that can derail a startup; this guide focuses on preventing the preventable.
Purpose of the Book
- Survival guide for founders.
- The goal is to avoid the worst and most common mistakes when hiring and working with software engineers.
Scope
- Not a cookbook with detailed recipes or step-by-step instructions.
- Instead: an overview of common pitfalls and how to dodge them.
Audience
- Written primarily for smaller startups or founders who cannot afford the same missteps as large, well-funded companies.
- Quote: “If you are a big company or a unicorn startup that can afford to keep doing what you’re doing…This book is not for you.”
Analogy: Poisonous Plants and Pufferfish
- In nature, many plants and mushrooms are deadly if not handled correctly.
- Certain techniques might work at large or specialized organizations (e.g., pufferfish at fancy restaurants), but founders shouldn’t blindly copy those approaches for their own startups.
Key Struggle
Founders struggle to hire and retain senior engineers.
Many assume that getting senior engineers on board will solve all problems, but:
- Engineers can behave like seniors or juniors regardless of technical skill level.
- Environment created by the founder is what encourages or discourages the behaviors needed for success.
- Engineers can behave like seniors or juniors regardless of technical skill level.
Misconception about Experience
- Years of experience with a particular language or big-tech name brand does not guarantee the engineer can solve the problems your business actually faces.
- Emphasis should be on cultivating behaviors and structures that support the company’s goals.
Ownership and Structure
- If you want engineers to behave like seniors, you must provide and enforce the appropriate structure.
- Some engineers may push back against imposed structure (they want “ice cream for dinner”), but unfocused freedom can lead to low-value output and too many distractions.
Chapter 1: We Will Not Inflict Daily Standups on Our Devs
Overview
- Position Statement:
- Daily stand-ups are ubiquitous yet considered “stupid” by the author.
- They are seen as expensive and disruptive activities.
- Immediate Consequence:
- Daily stand-ups guarantee devs never have a full day of uninterrupted work.
Why Daily Stand-Ups Are Expensive
- Time Not Spent Building
- Engineers are hired to build product features, fix bugs, and deliver value.
- Any time spent in stand-up meetings is time not spent building.
- Cumulative Time Loss
- Quote: “If you have four devs standing around for 15 minutes every day, you are losing more than 20 hours of building time every month…”
- That is at least 20 hours per month that could have produced a new feature or improvement.
- Worse Than It Looks
- Stand-ups are supposed to be 15 minutes, but the context switching before and after causes bigger disruptions.
- Devs can’t dive into complex coding if they know they’ll be interrupted in a few minutes.
- Context Switching Costs
- Author’s analogy: “Software development is like working at the bottom of the ocean. Going up (interruptions) is time-consuming.”
- Even if you reduce stand-up to 1 minute, there is at least a 30-minute disruption on either side.
- Total Hourly Loss
- For a 15-minute stand-up, the absolute minimum disruption is over an hour per dev (including the time lost to context switching and reorienting).
- Quote: “If you stick to 15 minutes per meeting, you’re losing more than 100 hours a month of productive time with a team of four.”
Perceived Benefits vs. Actual Value
Potential Advantages
- Stand-ups supposedly:
- Increase productivity and transparency.
- Highlight blockers.
- Improve alignment and accountability.
- Stand-ups supposedly:
Questionable Accountability
- Reality: Devs can “sound busy” by exaggerating simple tasks.
- Many stand-up attendees tune out anyway.
Transparency and Alignment
- The ideal scenario: Devs learn from each other’s updates, or catch potential time-wasters (e.g., a dev warns against a faulty OCR library).
- This can happen, but the author compares it to slot machines—the “jackpot” scenario is rare.
Alternatives
You can achieve all the accountability and transparency stand-ups promise without daily interrupts:
- Asynchronous communication to share status updates and blockers.
- Devs can raise alerts and help each other when needed rather than on a forced daily schedule.
Key Takeaway
- Quote: “Nothing stands in the way of devs alerting their teammates to blockers.”
- Daily stand-ups are inefficient and can be replaced by less disruptive methods.
Chapter 2: We Will Not Test Devs with Computer Science Riddles
Context
- Author’s Warning
- Avoid “Cracking the Coding Interview” style questions for startup hires.
- Might work for Google, Amazon, Facebook, but not necessarily for most startups.
- Real-World Example
- Max Howell tweet: Rejected by Google for failing to invert a binary tree on a whiteboard, despite writing Homebrew, used by 90% of Google’s own engineers.
Core Argument
- Mismatch in Skills Needed
- If your business is not about computer science riddles, then these puzzle-based tests are irrelevant.
- They screen out potentially great candidates who already built valuable software.
- What Startups Actually Need
- Typically, success = building features that make customers happy.
- Deep algorithmic knowledge may help in niche cases, but the main driver is customer-oriented value creation.
Misguided Mimicry and Profiling Analogy
- Caution Against Copying Big Tech
- A process that works for Google or Facebook (with infinite candidates and massive budgets) may harm a smaller startup’s hiring pipeline.
- Classification/Screening Problem
- Interviewing is like detection or screening. The farther you get from testing what you actually care about, the worse it is.
- Airport Security Analogy
- Example: In the wake of 9-11, some people argued we should focus attention on group A (Muslims) to detect behavior B (terrorism).
- This approach introduces huge complexities and may weaken the system overall.
- Similarly, focusing on whether candidates can do binary tree inversion vs. seeing if they can build product features is misaligned.
- Core Principle
- “If you want to predict accurately whether a candidate will create value for your customers, you need to test for that.”
- Don’t rely on off-the-shelf coding riddles; creatively test for actual tasks that relate to your product or stack.
Practical Advice
- Contractor Analogy
- You don’t ask a home contractor to solve logic puzzles. You check their prior work and see if it’s relevant.
- Testing Real Skills
- See if a candidate can knock out real features from your actual roadmap or from similar past experience.
- Focus on Fit
- People with heavy algorithmic training might not be the best fit for a small startup that prioritizes direct customer impact.
Chapter 3: We Will Not Recruit 10x Developers
10x Developer Myth
- Conventional Wisdom
- Many claim you should only hire “10x developers.”
- Author says: This is setting yourself up for failure.
- Advice to Founders
- If an investor or executive demands you hire 10x devs, the author advises ignoring their further input on engineering.
Historical Origins
- 1960s Study
- The “10x” concept comes from research showing a few programmers were 10 times faster at certain tasks than others in the group.
- That study was done decades ago on a 12-programmer sample, using a massive, antiquated mainframe.
- Question: How smart is it to rely on five-decade-old data?
- Misinterpretation
- The 10x was between the slowest and the fastest in that specific test, not the fastest vs. the average developer.
- The study’s environment is vastly different from modern-day development.
Practical Reality
- Salary and Performance
- If a 10x dev truly existed, any rational manager would pay them far more to keep them.
- This breaks the assumption that 10x devs are paid the same as everyone else and remain unnoticed.
- Situational Expertise
- The difference is often task-based. A dev with specialized experience can do a particular problem super fast, but might not excel at others.
- Over a year, it’s unlikely to see a dev produce 10x the output across all tasks.
- Author’s Own Example
- The author references building a video editing app in 10 hours. A PM estimated a team would need 200 hours.
- This looks like the author is a 20x dev, but the scenario is cherry-picked: it’s an app that fits the author’s personal expertise.
Commandos, Infantry, and Police Model
- Commandos
- Highly creative problem-solvers who establish a beachhead quickly.
- Great for truly novel or R&D tasks.
- Downside: They get bored with routine tasks and may create drama by rewriting or overengineering.
- Infantry
- Solid, team-oriented devs who execute proven designs reliably.
- They focus on predictable delivery and are typically what most businesses need.
- Police
- Specialists at maintenance tasks, security patches, bug fixes, and other routine work.
- Commandos are ill-suited for these tasks; they’ll cause friction if forced into them.
- Hiring and Team Composition
- The author advises: Don’t fill your company with too many “commandos.”
- Typically, one commando (or similarly skilled lead/consultant) is enough to handle novel problems or architecture decisions.
- The vast majority of dev work is parallelizable, routine, and incremental—infantry and police excel here.
Conclusion on 10x Devs
- Focus on building a balanced team that can consistently deliver.
- Quote: “Optimize for predictability, not the extremes.”
Chapter 4: We Will Not Let Devs Start without an Estimate
Importance of Estimates
- Controversy
- Software estimates are notoriously inaccurate.
- Some companies abandon them entirely.
- Author insists they are still valuable.
- Primary Reason
Ownership and alignment:
- For planning and coordinating with other initiatives.
More importantly, they get devs to think through the full project.
Estimates as a Management Tool
- Immediate Improvement
- Simply requiring a dev to produce an estimate improves project quality.
- Even if you never look at the estimate, it forces the dev to consider the scope before diving in.
- Analogy
- “Starting projects without an estimate is like shopping without a budget.”
- Surprises of an extra order of magnitude in time or cost become visible before it’s too late.
- Scope Clarification
Often, a big discrepancy between the dev’s estimate and your expectation reveals:
- The dev may be unsure of the requirements.
- The dev might over-engineer a piece that’s not crucial.
- Or you missed some hidden complexity.
- The dev may be unsure of the requirements.
Constraints and Realities
- Aligning Incentives
- Devs on salary or hourly rate have no direct financial pressure to ship quickly.
- Overengineering and scope creep can thrive if you don’t push for estimates.
- Estimate Checkpoints
- Use the dev’s estimate to check progress at 25%, 50%, 75%, 90%.
- If a dev is consistently behind schedule or fails to see red flags, it’s time to intervene.
- Handling Uncertainty
- Quote: “Measurements are observations that reduce uncertainty.”
- Estimates don’t have to be perfect, just close enough (within ~15%) so that you can manage effectively.
- Accountability vs. Punishment
- Don’t punish devs for every single missed target.
- Instead, watch for consistency, communication, and conscientiousness.
- If a dev is always missing by 25% or more, they need coaching or there’s a deeper problem.
- Never Dictate an Estimate
- If you demand a specific timeline, devs feel no ownership.
- If you disagree with the estimate, reduce scope or find a different dev.
Conclusion on Estimates
- Estimates ensure devs truly understand the task and have skin in the game.
- They also help you plan checkpoints and hold devs accountable.
Chapter 5: We Will Not Sprint
Two-Week Sprints Critique
- Common Practice
- Sprints are everywhere in modern engineering.
- The author calls them “a bad idea.”
- Caveat
- If the choice is between a yearly release cycle or two-week sprints, then sprints are obviously better.
- But that false dichotomy doesn’t represent reality.
Sprints in Theory vs. Practice
- Definition
- Typically a two-week block of time with assigned features/fixes.
- At the end, results are reviewed.
- Alleged Benefits
- Forces tasks to be broken down into smaller deliverables.
- Adds urgency and mitigates scope creep.
- Improves transparency for stakeholders.
- Encourages retrospective learning.
- Arbitrary Time Block
- The author calls the two-week schedule “unnecessary” in today’s environment.
Backpack Analogy
- Fixed Capacity
- A sprint is like a backpack with limited space.
- You try to fill it with an optimal mix of tasks.
- You might end up with unused capacity or overstuffing.
- Guessing Game
- If you underplan, devs finish early and either become idle or break the sprint “rules.”
- If you overplan, they inevitably miss the sprint deadlines.
- No Actual Benefit
- Stakeholders only care about their feature timeline, not an entire sprint’s success or failure.
- Better Alternatives
- You can still:
- Break work into small, shippable pieces.
- Defer non-priority tasks.
- Meet regularly for feedback.
- None of these require forcing everything into a two-week cycle.
- You can still:
Chapter 6: We Will Not Allow Our Devs to Multitask
Value of Finished Projects
- Zero Value Until Shipped
- If you have 10 partial projects, the total value is still zero.
- One completed project is better than many half-finished ones.
- Parallel vs. Serial Execution
- Example: 5 projects, each takes 2 days of dev work.
- Doing them in parallel finishes all on Day 10 → no benefits before Day 10.
- Doing them serially yields the first finished by Day 2, second by Day 4, etc., which can start delivering value earlier.
- Example: 5 projects, each takes 2 days of dev work.
Opportunity Costs and Profit Example
- Simple Model
- 1 dev = $1/day cost.
- 5 projects = each yields $1/day once finished, each requires 1 day of dev time.
- Parallel approach = 0 revenue until end of Day 5 → net -5 cost.
- Serial approach = incremental revenue from Day 2 onward → net +5 by Day 5.
- Immediate Feedback Loop
- Early completion of a project leads to user feedback, analytics, or direct revenue sooner.
Avoiding the Busy Trap
- Dev Utilization
- Leaders often want devs “always busy,” but being busy with multiple tasks can delay actual shipping.
- Dev waiting for code review should focus on pushing the review along, not start a new project and lose track of the old one.
- Ownership Through Deployment
- Devs shouldn’t say “not my problem” once they write the code.
- True value is realized only when code is live in production.
- Context Switching Costs
- If a dev juggles multiple in-progress items, re-familiarizing themselves with older tasks after code review or QA feedback doubles the time.
Engineer Motivation
- Blocking Issues
- Devs often claim they’re done if they’re waiting on someone else.
- The author argues devs should remain invested: bug the reviewer, fix QA issues quickly, etc.
- Analogy
- Meeting a valuable contact for dinner: If you really care, you’ll find a way despite obstacles.
- Conclusion
- Don’t reward devs for simply starting multiple things. Reward them for seeing things through to production.
Chapter 7: We Will Not Accept the First Solution a Dev Thinks Up
“Go with your gut. Trust your instincts. Follow your intuition. They all have something in common. They’re terrible strategies when you’re making a decision.”
Why Instincts Can Be Misleading
- Common Advice
- “Go with your gut” is bad strategy for engineering decisions.
- Engineers’ instincts can be hijacked by hidden biases, personal preferences, or novelty-seeking.
- Typical Scenario
- You need a simple documentation site.
- Engineer pushes for a fancy framework they’ve been reading about, leading to wasted time over-engineering.
Misaligned Priorities
- Founders vs. Engineers
- Founders want features that deliver value quickly and reliably.
- Engineers want puzzles and fun new tech to explore.
- When Quick-and-Dirty Is Best
- Sometimes, a single HTML file is enough if the site is only for a short-term purpose.
- Overuse of React, Gatsby, or Next.js is time-consuming and might be overkill.
- Do Not Over-Correct
- Some devs always want the slickest approach. Others default to the fastest hack.
- Problems emerge when they cling to a single approach emotionally.
How to Prevent Disaster
Founders Are the “What,” Engineers Are the “How.”
- If you dictate the technical approach, devs lose ownership and blame you if it fails.
Require Multiple Approaches
Don’t accept the first solution they come up with.
Ensure they provide at least three alternatives:
- One focusing on speed,
- One focusing on low cost,
- One focusing on robustness or full features.
Avoid Attachment
- When a dev presents only one solution, they take it personally if you reject it.
- With three solutions, they can shift to alternative ideas without ego battles.
Long-Term Benefit
- Better to take time up front, handle uncomfortable brainstorming, and find the approach that fits the business constraints (time, money, scope).
Chapter 8: We Will Not Allow Our Devs to Talk in Private
Knowledge Retention
- Risk of “In-the-Head” Data
- If crucial info is only in a key employee’s mind, it leaves with them if they quit.
- A business reliant on a single person’s knowledge is fragile.
- Goal
- A valuable company can thrive independently of specific employees.
- If the entire dev team vanished, could new devs continue from existing docs, repos, and infrastructure?
- RAM vs. Hard Drive Analogy
- Many companies store data in engineers’ “RAM” (their heads) instead of persisting it in a shared place.
Capturing Conversations
- Recording and Searchability
- Imagine if all team discussions and decisions were searchable for future devs.
- Onboarding becomes easier; leaving employees don’t take knowledge with them.
- Default to Text-Based Communication
- Instead of voice or video calls, use chat or written channels so everything is automatically documented.
- Resistance
- Some people find typing more tedious or less fun.
- The author argues that’s a worthwhile trade for clarity, documentation, and consistency.
- Benefits of Writing
- Forces more precise thought and fosters a lasting record.
- The company should own the knowledge, not let it vanish when employees depart.
Chapter 9: We Will Not Allow Our Devs to Wander Off
Maintaining Motivation
- Engineers Are Not Static
- Even great devs can lose motivation or engagement over time if no leadership is in place.
- Signs of Wandering
- Productivity slows; simple tasks take forever; more careless mistakes appear.
- Dev might physically leave for another company or just mentally “check out.”
- One-on-One Meetings
- Frequent personal check-ins keep devs centered on business priorities.
- Founder/manager must directly address the reasons devs stray.
Core Factors
- Dev Must Want to Help You
- If dev feels you don’t care about them, they won’t commit 100%.
- Basic trust and empathy go a long way.
- Dev Must Know How to Help You
- Many devs have a distorted view of the company’s priorities.
- If you don’t clarify your top goals, devs can’t effectively align.
- Dev Must Avoid Blockers
- Dev complaints are signals of something that’s impeding them.
- Could be process issues, missing docs, or dev’s own skill gaps.
- Investigate systematically, rather than ignoring or always assuming dev error.
- Meaningful Work
- If devs never see the impact of their output, they lose motivation.
- Founders know how features matter to customers, but devs may not see that connection.
Chapter 10: We Will Not Let Our Devs Boss Us Around
Founder Fears
- Devs Are Seen as Powerful
- They are expensive, hard to replace, and control the code.
- Some founders worry about displeasing a lead dev who might quit, leaving the startup in trouble.
- Rewrite Demands
- The lead dev claims the legacy code is unacceptable, demands rewriting everything in a new framework, halting progress.
- Founder feels they must oblige to avoid dev’s departure.
- Author’s Position
- This dynamic is dangerous. Founders must not feel helpless.
- Devs must be held accountable and always keep business objectives in mind.
Business Realities vs. Dev Preferences
- Customer Value Over Code Elegance
- Customers do not care if your framework is old or if the code is “legacy.”
- They care about solutions that save them time or money.
- Tech Debt
- Tech debt is real, but a complete rewrite is an extreme measure.
- Founders should ask devs why a rewrite is the only solution, how it affects velocity, and if it truly reduces user-facing bugs.
- Replaceability
- Quote: “Remember, your devs are not irreplaceable.”
- A dev who bullies you into rewrites or halting your roadmap is a liability.
- Challenge Their Assumptions
- Make devs prove that a major refactor or rewrite is truly best for the business rather than an engineering preference.
Conclusion
Overall Summary
- Lessons from Others’ Mistakes
- The author has worked as a consultant, CTO, and engineer with various founders.
- Common theme: Many mistakes could have been prevented by sound leadership and recognizing engineering pitfalls early.
- Key Points
- Stand-ups can be a costly time sink.
- Coding riddles don’t reflect real job skills in many startup environments.
- 10x developer is a myth (or at least an overhyped concept).
- Software estimates are crucial for ownership, not just planning.
- Sprints are an arbitrary constraint, not a guaranteed productivity boost.
- Devs should finish projects, not endlessly multitask.
- Always explore multiple solutions; do not get attached to one approach.
- Use text-based communication for knowledge persistence.
- Keep devs motivated and aligned with company goals.
- Don’t let devs bully you with demands that might not serve the business.
Adapting Advice
Don’t Mimic Big Tech Blindly
- The book cautions about copying well-known tech companies’ methods without considering context.
Evidence-Based Practices
- If your own experience shows sprints (or stand-ups) work well, keep doing them.
- The focus should be on delivering value, not feeling like a “real tech company.”
Iterative Success
Building a successful startup is an iterative process:
- Make decisions
- Reflect
- Adjust
Courage and Honesty
- Retain what’s effective and drop what’s not, even if it’s an industry trend.
Key Takeaways
- Daily stand-ups: Disruptive, often low-ROI, large context-switching cost.
- CS riddle interviews: Irrelevant to actual customer-facing work for most startups.
- 10x dev: Usually a myth; hire predictable, team-oriented engineers.
- Estimates: Drive accountability and help detect scope issues early.
- Avoid sprints if they’re more about ritual than delivering real value.
- Multitasking: Finishing tasks one at a time often yields faster overall results.
- Multiple approaches: Encourage devs to brainstorm at least three solutions before deciding.
- Document everything: Default to text-based communication for knowledge retention.
- One-on-ones: Consistent check-ins keep devs aligned, motivated, and unblocked.
- Do not fear your devs: They work for you and your customers’ benefit.
Above all: Engineering strategies should serve the business’s success and customer needs.
I’m Christian Mills, a deep learning consultant specializing in practical AI implementations. I help clients leverage cutting-edge AI technologies to solve real-world problems.
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