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 Posted by YellowFin Announcements on 12/12/06 11:22 
Introduction 
 
Usability and relevance have been identified as the major factors 
preventing mass adoption of 
Business Intelligence applications. What we have today are traditional 
BI tools that don't work 
nearly as well as they should, even for analysts and power users. The 
reason they haven't 
reached the masses is because most of the tools are so difficult to use 
and reveal so little 
about the data that only power users are willing to put up with them. 
Just as Google redefined 
the web by making search and therefore access easy ... the same needs 
to occur with the BI 
suite. 
 
Overwhelmingly, traditional BI products are designed for the technology 
expert. The perceived functionality requirements are driven by widget 
wish lists 
rather than actual business user (the BI consumers) needs. 
 
Our design philosophy has been honed through experience and results in 
a simple equation: 
 
Usability = Simplicity + Unity 
 
This paper is a reflection on some of the design approaches used in the 
development of 
Yellowfin. Its purpose is to provide an insight into what makes web 
based applications 'work' 
and how Yellowfin will continue to evolve and improve. The principles 
are defined by 5 laws 
and 5 myths. 
 
The laws: 
 
1. Simplicity - the art of Zen and interface design 
2. Strive for internal and external unity 
3. Innovation stretchs engineering capability 
4. Everything changes except change itself 
5. First impressions count 
The Myths: 
 
1. Form follows function 
2. Only users know what they want 
3. Involve many people in your design process 
4. Usability testing will ensure a great UI 
5. You can't live without rigorous design processes 
At Yellowfin we use the principles outlined in this paper to continue 
to deliver innovation, 
improvements and what we hope is an exceptional software experience for 
our customers. 
 
#1 Simplicity - the art of Zen and interface design 
 
Users want simplicity! They want to do the job they need to do with the 
minimum of effort and 
complexity. Users must be able to perform their most frequent, most 
important tasks without 
any resistance. This means: 
 
1. not having to spend time sifting through an array of irrelevant 
options, and 
2. not having to browse help files or a manual to accomplish simple 
tasks 
The goal, then, is obvious: to maximize performance while minimizing 
confusion. But as 
vendors and users are discovering, that's no small trick. Simplicity is 
sometimes the least 
simple thing to achieve." 1 
 
Simplicity requires that your code does all the hard work, rather than 
the user. Google, as an 
example, maintains the simplest of search interfaces. No distractions 
from blogs, news or 
ads, you simply type in your query and go. Behind this simplicity is up 
to 500,000 computers 
globally linked and participating in answering your query. In essence, 
one of the most 
complex hardware/software systems on the planet is hidden behind a very 
simple webpage 
that is virtually 100% whitespace. 
 
Deliver the right level of blatant functionality to suit user skills 
 
The most common UI issue in report writers is BOS (Button Overuse 
Syndrome). If there is a 
formatting option, or any option for that matter, then traditionally it 
needs a button. How 
wrong can you be! BOS delivers too many options and results in a user 
confused by choice. 
 
The cure for BOS is UI simplification through minimalism - the art of 
Zen and interface 
design. Focus on what users do 90% of the time. Chances are your users 
will not mind using 
a drop down menu or popup forms if the action they are performing is 
not regularly repeated. 
Provide buttons for those actions that are regularly used and then drop 
down menus or side 
panel menus for all the others. Whatever you do, keep the interface 
simple and consistent. 
 
Of course the level of competence of your user will influence your 
design decisions. An 
example of a product that is tailored for user sophistication is the 
video camera. Consumer 
versions have lots of functionality but hidden in layers of menus, 
whilst professional versions 
tend to be button centric to allow rapid access to all the functions 
desired. 
 
Taking this lesson into account we have designed the UI specifically to 
suit the technical 
ability of the average user. The interface is made more flexible 
through role based access, 
where greater control is exposed as technical proficiency increases. 
For example the report 
writer (a business user function is menu driven) but the more technical 
metadata layer is 
panel and options driven. 
 
Simplicity in everything you do 
 
To ensure consistency in your usability message simplicity needs to be 
addressed at every 
interaction with your application. This includes commonly overlooked 
areas such as 
installation and version migration. Consider these as you would any 
other interface task. 
Minimise the complexity and pain! 
 
The following blog illustrates how non-core activities can alienate 
your users. "I use Crystal 
Reports and have been since Crystal 6.0. I have a love/hate 
relationship with Crystal. I love 
the reports I am able to create. I hate when I am forced to delve into 
any new territory with 
them.....The worst was the nightmare upgrade to Crystal 8..... All of 
my apps were broken. I 
spent innumerable [unbillable] hours fixing applications and on the 
phone with [very unhappy 
yet thankfully, patient] clients trying to get the proper components 
installed...2" 
 
1 http://www.cfo.com/printable/article.cfm/5347966/c_5350503?f=options 
2 http://weblogs.asp.net/jlerman/archive/2004/01/08/48515.aspx 
 
#2 Strive for internal and external unity 
 
Internal unity provides the user with a sense that the application is 
cohesive - it is a feeling 
and an emotional response to your product. It is easy to fall into the 
trap of developing a 
disjointed application when multiple development teams are involved. 
Unity requires a large 
amount of focus, determination and discipline. 
 
With every release we do at Yellowfin our development team must ensure 
a sense of internal 
unity exists within the application. To this end we focus on the 
following elements: 
 
1. Language There should only be a single term or phrase used to refer 
to 
any given item in the application. An item here may refer to a 
concept, a business function, or task, or even a widget, or 
individual interface element. 
Language should be concise and easy to understand. 
 
2. Icons Like language icons convey meaning. They tend to be 
universal and have a far larger impact on your users 
understanding of your application than text. 
Icons need to be consistently used, for example only one 
image used for delete, and they need to be used sparingly. 
Given their high impact, only use images when you wish to 
bring an element to your user's attention. 
 
3. Actions Common user tasks can be used across your application. For 
example Yellowfin has an 'add to list' action. This action 
needs to have a similar styling to prompt the user into 
recognising the action that they are being asked to perform, 
especially if multiple user actions exist on a single form. 
At Yellowfin we have chosen to join the selection box to the 
list box with a common border - to emphasise the unity of the 
two elements on the screen. 
 
4. Styles Probably telling most people how to suck eggs - but the 
rigorous use and management of styles to ensure continuity is 
critical. Common field sizes, text size etc all help to convey 
unity to the user. 
 
5. Positioning Ensure that the positioning of key elements such as 
tables are 
consistent across the application. One of the main design 
issues that leads to an unfavourable user perception is if as 
they move through your application, tables appear to move 
about the screen. 
 
6. Highlight Zones We use this technique on multiple forms within 
Yellowfin. The 
'add to list' box is one example of this type of UI element, but 
we use highlights across many forms where we wish to draw 
the user's attention to a specific action on a form, such as 
submitting or changing their password. The highlight is used 
to convey a sub action on a more general form. 
 
7. Validation Whenever possible the UI should prevent the user from 
making a mistake instead of alerting the user to the mistake 
after the fact. This must be achieved without the UI getting in 
the way of the user. 
 
External unity provides users with a sense of comfort 
 
External unity incorporates elements into your UI that users expect 
based on their 
experience with other web applications. You need to assess what the 
'thought' leaders in 
software development are doing and whether the direction they are 
taking the user 
experience is relevant and appropriate for you. Never just focus on 
your competitors but look 
at what other great technology products are doing to solve common 
problems. 
 
There is a trap with this though. You do not want to mimic a 
'standard defining' application, 
the reason being that: 
 
1. If they change their design radically then you are left with an 
Interface that can rapidly 
be outdated. 
2. If the product has a design flaw you may inherit it too. 
3. You have no clear product differentiation - especially if the 
original product is a 
competitor. 
 
The report writer market is a crowded and yet the vast majority of 
applications have pretty 
much the same interface. Crystal has defined the standard for banded 
report writers, and 
there are many applications such as iReports for Jasper which have been 
developed as an 
alternative to Crystal. These alternatives have not reinvented report 
writers, or addressed the 
fundamental design issues that exist. Their only differentiator is 
price. The first question we 
asked at Yellowfin was "Why a banded report writer?" We could not 
think of a compelling 
answer so we threw away this paradigm and started with a clean slate. 
 
Apply the unity principle to your entire suite of products 
 
The law of Unity extends beyond the core application itself. More often 
than not we see the 
complete opposite in practice. Software companies that acquire 
complementary software to 
enable them to offer the 'complete' product rarely ensure a high 
level of integration and unity 
across all products. 
 
Microsoft, Business Objects, Hyperion and Pentaho share this problem. 
They have a range 
of products to solve specific BI problems, yet the lack of UI 
integration results in complexity 
and usability issues when trying to deliver end-to-end functionality 
- great for consultants, 
poor for the customer. Distinct report writing interfaces (for desktop 
and web), separate 
dashboard builders, OLAP analysis tools, metadata layer management and 
ETL, these may 
tick all the functional boxes yet none share a common UI paradigm and 
each has its own 
unique interface. The end user suffers - requiring additional training 
and time to manage the 
complexity and deployment integration. 
 
#3 Innovation stretches engineering capability 
 
If it can't be done then it probably worth while doing - this could 
be your single point of 
difference. The software industry is a maturing market. It is becoming 
harder and harder to 
imagine new applications for software, and there are a plethora of 
functionally similar 
products on the market be it ERP, CRM or reporting. Why do people 
continue to develop new 
software packages doing the same old thing? Either they are completely 
mad or they think 
they can do it better (or a little bit of both). 
 
As the creator and innovator of new software one of your functions is 
to imagine a better way 
of doing things - a way, that will appeal to the end user, and convince 
the buyer that your 
product is superior to everyone else's. It is the software 
engineer's job to make this vision 
happen. 
 
At Yellowfin our design philosophy is to continually extend the 
capabilities of a pure HTML 
interface and provide the end user with a traditional GUI type 
experience. This is a double 
edged sword as users must not be given Graphical User Interface (GUI) 
expectations that 
cannot be met (or only be partially met) within a Web User Interface 
(WUI). Whenever GUI 
expectations are set, they must be fully met. 
 
One of the major advantages Yellowfin had was not being anchored by a 
legacy GUI version. 
While excellent in some ways, the GUI is constrained by a single 
workspace. The typical 
GUI was never developed with workflow in mind and is not really 
supportive of this paradigm, 
yet Web based applications are free of this and users can be easily 
(and expect to be) 
directed through process flows. One of the great benefits of the web is 
that your application 
can take advantage of the best of GUI without the baggage of the old 
constraints. 
 
The first major step for Yellowfin in introducing GUI functionality was 
the early introduction of 
drag and drop. Initially this design request was rejected by our 
development team, but we 
had seen some drag and drop on a humorous site, and that provided the 
inspiration and the 
technical justification for pushing ahead regardless. 
 
As a result Yellowfin was one of the first reporting tools to introduce 
drag and drop reporting 
not just for building a report, but also designing the metadata layer, 
where a vast array of 
complex user interactions need to be managed. Yellowfin is still the 
only reporting application 
to have this functionality enabled for a pure HTML interface where no 
applets or Active X 
controls are required. 
 
Having said that, drag and drop is terrific, but at the same time you 
do not want to over exploit 
the one element of your application that is unique. Use your technical 
achievements wisely 
so that they have maximum impact for the end user. Do not use them to 
the point where they 
become gimmick and start to actually interfere with your end user's 
activities. 
 
#4 Everything changes except change itself 
 
The user interface design is never complete; it is an iterative and 
ongoing process. With each 
new release for your software you should dedicate a substantial amount 
of time and effort to 
updating your UI. Why you ask? Well it is pretty simple: 
 
1. New technologies probably mean that you can now do more than when 
you originally 
developed your interface. A good example of this is the AJAX, which in 
recent times 
has provided developers with an enhanced tool set for developing even 
better web 
based applications. 
Related to this is one of the most common mistakes we see. This is 
developers 
limiting their application to ensure backward compatibility with 
outdated browsers. If 
anything the opposite must occur. Build functionality for the latest in 
browser 
technology, your users will be adopting these platforms faster than you 
will expect. 
 
2. New functionality needs to be checked for simplicity and unity 
against the rest of your 
application. If during the development process you have streamlined a 
common user 
action this action has to be updated throughout your interface. 
 
3. Your competitors are unlikely to remain at a stand still - so 
having a fresh looking 
interface will certainly assist your marketing efforts. 
 
4. Evolving your design has the additional benefit of insuring your 
users against the 
sudden shock of a major application overhaul. If incremental design 
changes are 
ignored then at some point all of these need to be incorporated into a 
version that is 
now a significant change which yanks users from the old way of doing 
things into a 
whole new paradigm. An example of this type of change is the complete 
re- 
engineering of Cognos from a fat client into Cognos 8. 
 
#5 First impressions count 
 
Why bother with the first 4 laws if end usability is not a key driver 
for you? Well if anything the 
UI is the first experience that users will have of your application 
even before using it. When 
marketing and selling your product the UI is shown in demonstrations, 
product brochures and 
on your web site. The interface to your product says everything about 
what your product is 
and what your core development values are. Treat your interface as if 
it was the only product 
brochure you have. The interface that you design should be tailored for 
your target market. 
 
Some questions to ask are: 
 
· What does the audience relate to when they think about this 
concept? 
· What colours would appeal to the user? 
· How much functionality should be on any given page and how should 
it be balanced 
on the page? 
· Where should the navigational elements be located? 
· How can the design allow smooth navigation throughout the 
application? 
A well-designed application must literally follow in the path of, as 
well as compliment its 
function. 
 
When considering UI as a component of your product marketing strategy 
you are forced to 
view usability in a much broader context. Consider all the touch points 
required to sell your 
application. The most important of these is your documentation and 
support, but also 
consider demonstration versions, online demonstration sites and 
packaged installers. All of 
these touch points need to have the same level of usability and 
consistency to provide the 
buyer with a sense that everything you do is to a similar standard - 
it's a unified experience. 
 
How your UI reflects your business model 
 
Your design values do convey meaning to the buyer. If we can take the 
example of open 
source reporting tools, the message that they express is that there is 
no imperative for great 
usability and design since their business models are predicated on 
ongoing services revenue. 
If your revenue is service oriented, what incentive is there for you to 
design software that is 
easy to use? The simple answer is none. 
 
However, commercial software with a traditional revenue model should 
aspire to enhanced 
usability so as to reduce the overall costs associated with support. 
This scenario is 
highlighted by Pentaho, an open source developer. Their open source BI 
suite is funded 
through a support service business model (if you want support then you 
pay an annual fee). 
Yet they also have an advanced reporting capability, including an 
End-User Reporting tool 
which is neither open source nor free! 
 
Myth # 1 Form follows function 
 
Function should never dominate over form. Although form follows 
function is a much touted 
design principle it has been distorted in the world of software. There 
are too many 
applications out there which have fallen into the trap of squeezing in 
additional functionality 
with little business benefit and to the detriment of usability. 
"People who rely on business 
intelligence software would benefit much more if vendors placed less 
emphasis on breadth of 
functionality and more on depth of effectiveness."3 
 
Crystal Reports is fine example of software that keeps adding feature 
upon feature until the 
simple things you used to do are no longer simple, and the whole thing 
feels overwhelming. 
No one doubts the capabilities of Crystal. While never positioned as a 
business user tool; 
Crystal is now so complex it alienates technical users as well. 
 
At Yellowfin we are fast becoming experts at saying no to additional 
functionality requests, if 
that functionality, does not fit with our vision of the software. 
 
Give users what they actually want, not what they say they want. And 
whatever you do, don't 
give them new features just because your competitors have them! As this 
quote from CFO 
magazine highlights it is easy to get caught up in what your 
competition is doing and not 
concentrate on your customer - "Given the competition ... vendors 
have had little choice but 
to trick out their programs with all sorts of bells and whistles. But 
after prodding from 
customers most vendors are at least beginning to address the issue of 
usability....And such 
established vendors as Business Objects, Cognos, Hyperion, and Geac 
Computer are 
attempting to design applications that are simpler and more 
straightforward." 4 
 
The main item to consider in designing the form of an application is to 
know the audience and 
to build it based upon how they interact with elements. The "perfect" 
balance of form and 
function is always going to be difficult to find. Some software 
designers spend years working 
to perfect the balance between form and function - it's often an 
evolving process that changes 
as the designer's experiences change his or her outlook views on what 
constitutes the 
"perfect" balance. After succeeding in balancing form and function to a 
satisfactory level, it's 
time to notice a few key indicators in the design. 
 
These key items are: 
 
1. The functionality of the application will be seamless with the user 
experience. The 
user will not struggle with interface or navigational issues like site 
structure and 
organisation; they won't see any of that. The user will only see the 
outcome of tasks 
that they have set out to do - everything else will appear transparent. 
 
 
2. It will add to the application and not be distracting or annoying. 
A well-designed application will balance form and function to the point 
where these elements 
are invisible to the user. The user experience is what's important in 
design, not just the way it 
appears or works in the designer's eyes. 
 
3 http://perceptualedge.com/blog/ 
4 http://www.cfo.com/printable/article.cfm/5347966/c_5350503?f=options 
 
Myth #2 Only users know what they want 
 
When designing an innovative product the reality is that most of your 
users have not even 
imagined what is possible and would not have the capacity to articulate 
their needs based on 
your vision for the future. 
 
When we receive very positive feedback regarding the Yellowfin 
interface, often the 
assumption is made that we have really been listening to our users, 
taking their feedback and 
using that to make sweeping changes. Well that is only partially true, 
listening to our users is 
maybe 20% of it, but the other 80% is something else. We developed 
Yellowfin because we 
knew we could do better, because we were frustrated by the alternatives 
out there, and by the 
fact that people still weren't having the kind of experience with 
reporting that we knew they 
could have. 
 
It turns out that most of the major innovations made come not from user 
requests and 
suggestions, but from the Yellowfin team's own innovations. Most of our 
users have little idea 
about what was needed to make a better reporting tool. In fact, many of 
the changes went 
against what some of our user feedback seemed to suggest. In other 
words, in many ways 
Yellowfin deliberately does not listen to users. 
 
At Yellowfin we trust ourselves, and we do what we believe is right for 
our users, even if it 
means doing things that on the surface seem even less user-friendly. 
 
Most of us realise that focus groups are notoriously ineffective for 
many things, but we still 
assume that listening to real feedback from real users is the best way 
to drive product 
development. But there's a huge problem with that - people don't 
necessarily know how to ask 
for something they've never conceived of! Most people make suggestions 
based entirely 
around incremental improvements, looking at what exists and thinking 
about how it could be 
better. But that's quite different from having a vision for something 
profoundly new. 
 
True innovation will rarely come from what users say directly. 
 
This doesn't mean that you don't listen to users--because the truth is 
embedded in what they 
say...but you have to look for the deeper meaning behind what they ask 
for. 
 
For example, if they ask for "A", as an improvement to "B", you have to 
explore further to find 
out what it is about "A" that they want. And in that, you might find 
the seed of an idea that 
leads you to come up with the innovative solution. And your solution 
looks nothing at all like 
"A", but gets to the heart of what users really wanted and needed when 
they asked for "A". 
 
Where we tap into our user base is for iterative improvements. One 
thing that users know 
very well is what does not work. This is the sort of feedback that we 
treasure as it gives us 
the kernel for developing innovative solutions. However in the end, you 
have to trust yourself. 
You can offer your users much more if you keep innovating in 
revolutionary, not just 
incremental ways. 
 
Myth #3 Involve many people in your design process 
 
Wrong - use the smallest design team you possibly can. The idea of 
small design teams is in 
vogue right now for a reason: they just work better. They are faster, 
their work stays in focus 
and true to vision, and they avoid many of the political problems and 
the interpersonal tug-ofwars that happens in larger design teams or 
departments. 
 
There is nothing better than the following blog to illustrate my point 
about small design and 
development teams. Enough said! 
 
"I spent a full year working on a feature which should've been 
designed, implemented and 
tested in a week.....My team had a very talented UI designer and my 
particular feature had a 
good, headstrong program manager with strong ideas about user 
experience. We had a Mac 
[owned personally by a team member] that we looked to as a paragon of 
clean UI. Of course 
the shell team also had some great UI designers and numerous good, 
headstrong PMs who 
valued (I can only assume) simplicity and so on. Perhaps they had a Mac 
too. 
 
In addition to our excellent UI designer and good headstrong program 
manager, we had a 
user-assistance expert, a team of testers, a few layers of management, 
and me, writing code. 
 
So just on my team, these are the people who came to every single 
planning meeting about 
this feature: 
 
· 1 program manager 
· 1 developer 
· 1 developer lead 
· 2 testers 
· 1 test lead 
· 1 UI designer 
· 1 user experience expert 
· 8 people total 
These planning meetings happened every week, for the entire year I 
worked on Windows. 
 
In addition to the above, we had dependencies on the shell team (the 
guys who wrote, 
designed and tested the rest of the Start menu), and on the kernel team 
(who promised to 
deliver functionality to make our shutdown UI as clean and simple as we 
wanted it). The 
relevant part of the shell team was about the same size as our team, as 
was the relevant part 
of kernel team. 
 
So that nets us a conservative estimate of 24 people involved in this 
feature. Also each team 
of 8 was separated by 6 layers of management from the leads, so let's 
add them in too, giving 
us 24 + (6 * 3) + 1 (the shared manager) 43 total people with a voice 
in this feature. Twenty- 
four of them were connected sort a closely to the code, and of those 
twenty four there were 
exactly zero with final say in how the feature worked. Somewhere in 
those other 19 was 
somebody who did have final say but who that was I have no idea since 
when I left the team 
 
- after a year -- there was still no decision about exactly how this 
feature would work."5 
http://www.blogger.com/profile/1944025 
 
Myth #4 Usability testing ensures great UI 
 
90% of all usability testing performed on software applications is 
useless. Ok now that we 
have your attention - this is not to say that it doesn't have a 
significant role to play in UI 
design, but the current culture surrounding usability testing is such 
that it rarely benefits the 
design process. 
 
At Yellowfin we advocate a simple approach, create a shared vision 
among your 
developers and do lots of prototyping. Often we find and solve some of 
the biggest 
usability problems long before they occur simply by discussing, 
drawing, prototyping and 
trialling. So forget the camera, the testing labs and artificial 
environments, and take 
ownership of design at every step of the development process. 
 
Software development is a mix of creativity and code, form and 
function. With good design it's 
often difficult to tell where area each stops and the next begins. The 
real questions we try to 
answer are, why do users pause? What are they looking at? What are they 
thinking about? 
Did our interface fail them because of the categories we created, the 
words we used, or is it 
the placement of the navigation? Perhaps it's because of 
inconsistencies across the 
application. Traditional usability testing does not give us these 
answers. 
 
Usability testing is not quantitative. We do not have scientists in 
white coats watching mice 
running through a maze in our usability labs. Rather we focus on the 
qualitative aspects of 
design. We try to understand how and why people have an emotional 
response to what has 
been created, and, more importantly, how to apply that insight to 
future development. 
 
Everyone in your company is responsible for usability 
 
There is an outdated notion that usability research requires outside 
observers who will 
somehow comprehend what your users are doing in a more objective manner 
than yourself. 
Usability testing doesn't require outside firms that hold themselves 
separate from the design 
process. Internalising responsibility for usability means embracing UI 
research as part of the 
design process. It should be performed with the full participation of 
the development team, so 
that everyone can empathise with the user's perspective. Developing 
and leading usability 
tests should be a core competency owned by everyone within your 
development team 
 
And it shouldn't be exclusive to this team. Individuals from across 
the organisation should 
participate. Anyone who might have a stake in what's being tested 
should be involved in the 
process. If the right people in your company see real users having real 
problems to which you 
can provide solutions, they'll understand both your value to the 
client and the need for the 
time and resources to make sure that good design happens. 
 
Changing the approach to usability testing also changes what you should 
expect to get out of 
it. Rather than a validation done once before completing a product, 
this internal, qualitative 
usability testing is done earlier, more frequently, and as part of the 
design process-not 
separate from it. This approach allows usability to move from being a 
one-time, report- 
oriented process to an iterative, action-oriented one. This approach 
also allows you to 
always make changes when they're least expensive. 
 
OK so this section appears to be in direct contrast to involving too 
many people. Well yes 
and no. Primary responsibility rests on the shoulders of a few but 
anyone who sells, demos 
or trains users is encouraged to provide ongoing feedback and 
suggestions. 
 
Myth #5 Can't Live without Rigorous Design Processes 
 
Wrong - design methodologies are processes that assist software 
engineers to engineer 
software not to design great software. Design and innovation is first 
and foremost a creative 
process. You can document UML diagrams and functional requirements to 
your hearts 
content but without the people that are passionate about the final 
outcome, and who are 
empathetic to the user, you will be delivering software that has more 
in common with 2 minute 
noodles than your Nona's Carbonara. Both satisfy your hunger but only 
Nona's pasta leaves 
you with a sense of fulfilment. 
 
The point here is that if you or your team are not passionate about 
delivering the very best, or 
you have highly bureaucratic processes that hinder creative output you 
cannot possibly 
deliver the best possible software solution. 
 
Processes are required but these like functional requirements have to 
be balanced against 
the creative processes that need to occur for great design to happen. 
Some internal chaos 
and madness can stimulate the creative juices. Continually evaluate the 
way you develop 
software to ensure that you do not place barriers in the way of your 
developers. 
 
Above all be passionate about what you do! 
 
Copyright © Yellowfin International pty ltd 2006 www.yellowfin.com.au
 
  
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