I've been thinking more recently about that the way that we organize software development projects, and have been using this model of "hard mode" vs "easy mode" a bit recently, and thought it might be useful to expound upon it.
Often users or business interests come to software developers and make a feature request. "I want it to be possible to do thing faster or in combination with another operation, or avoid this class of errors." Sometimes (often!) these are reasonable requests, and sometimes they're even easy to do, but sometimes a seemingly innocuous feature or improvement are really hard sometimes, engineering work requires hard work. This isn't really a problem, and hard work can be quite interesting. It is perhaps, an indication of an architectural flaw when many or most easy requests require disproportionately hard work.
It's also the case that it's possible to frame the problem in ways that make the work of developing software easier or harder. Breaking problems into smaller constituent problems make them easier to deal with. Improving the quality of the abstractions and testing infrastructure around a problematic area of code makes it easier to make changes later to an area of the code.
I've definitely been on projects where the only way to develop features and make improvement is to have a large amount of experience with the problem domain and the codebase, and those engineers have to spend a lot of consentrated time building features and fighting against the state of the code and its context. This is writing software in "hard mode," and not only is the work harder than it needs to be, features take longer to develop than users would like. This mode of development makes it very hard to find and retain engineers because of the large ramping period and consistently frustrating nature of the work. Frustration that's often compounded by the expectation or assumption that easy requests are easy to produce.
In some ways the theme of my engineering career has been work on taking "hard mode projects" reducing the barriers to entry in code bases and project so that they become more "easy mode projects": changing the organization of the code, adding abstractions that make it easier to develop meaningful features without rippling effects in other parts of the code, improving operational observability to facilitate debugging, restructuring project infrastructure to reduce development friction. In general, I think of the hallmarks of "easy mode" projects as:
- abstractions and library functions exist for common tasks. For most pieces of "internet infrastructure" (network attached services,) developer's should be able to add behavior without needing to deal with the nitty gritty of thread pools or socket abstractions (say.) If you're adding a new REST request, you should be able to just write business logic and not need to think about the applications threading model (say). If something happens often (say, retrying failed requests against upstream API,) you should be able to rely on an existing tool to orchestrate retries.
- APIs and tools are safe ergonomic. Developers writing code in your project should be able to call into existing APIs and trust that they behave reasonably and handle errors reasonably. This means, methods should do what they say, and exported/public interfaces should be difficult to use improperly, and (e.g. expected exception handling/safety, as well as thread safety and nil semantics ad appropriate.) While it's useful to interact with external APIs defensively, you can reduce the amount of effort by being less defensive for internal/proximal APIs.
- Well supported code and operational infrastructure. It should be easy to deploy and test changes to the software, the tests should run quickly, and when there's a problem there should be a limited number of places that you could look to figure out what's happening. Making tests more reliable, improving error reporting and tracing, exposing more information to metrics systems, to make the behavior of the system easier to understand in the long term.
- Changes are scoped to support incremental development. While there are lots of core technical and code infrastructure work that support making projects more "easy mode" a lot of this is about the way that development teams decide to structure projects. This isn't technical, ususally, but has more to do with planning cadences, release cadences, and scoping practices. There are easier and harder ways of making changes, and it's often worthwhile to ask yourself "could we make this easier." The answer, I've found, is often "yes".
Moving a project from hard to easy mode is often in large part about investing in managing technical debt, but it's also a choice: we can prioritize things to make our projects easier, we can make small changes to the way we approach specific projects that all move projects toward being easier. The first step is always that choice.