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Some reasons to work on productivity and velocity

A common topic of discussion among my close friends is where the bottlenecks are in our productivity and how we can execute more quickly. This is very different from what I see in my extended social circles, where peopl…

Hacker News 最新andsoitis2026/10/25 · 16 天前30 分钟阅读

以下正文同步自 Hacker News 最新,版权归原站所有,已转换为易读排版。

A common topic of discussion among my close friends is where the bottlenecks are in our productivity and how we can execute more quickly. This is very different from what I see in my extended social circles, where people commonly say that velocity doesn't matter. In online discussions about this, I frequently see people go a step further and assign moral valence to this, saying that it is actually bad to try to increase velocity or be more productive or work hard (see appendix for more examples).

The top reasons I see people say that productivity doesn't matter (or is actually bad) fall into one of three buckets:

I certainly agree that working on the right thing is important, but increasing velocity doesn't stop you from working on the right thing. If anything, each of these is a force multiplier for the other. Having strong execution skills becomes more impactful if you're good at picking the right problem and vice versa.

It's true that the gains from picking the right problem can be greater than the gains from having better tactical execution because the gains from picking the right problem can be unbounded, but it's also much easier to improve tactical execution and doing so also helps with picking the right problem because having faster execution lets you experiment more quickly, which helps you find the right problem.

A concrete example of this is a project I worked on to quantify the machine health of the fleet. The project discovered a number of serious issues (a decent fraction of hosts were actively corrupting data or had a performance problem that would increase tail latency by > 2 orders of magnitude, or both). This was considered serious enough that a new team was created to deal with the problem.

In retrospect, my first attempts at quantifying the problem were doomed and couldn't have really worked (or not in a reasonable amount of time, anyway). I spent a few weeks cranking through ideas that couldn't work and a critical part of getting to the idea that did work after "only" a few weeks was being able to quickly try out and discard ideas that didn't work. In part of a previous post, I described how long a tiny part of that process took and multiple people objected to that being impossibly fast in internet comments.

I find this a bit funny since I'm not a naturally quick programmer. Learning to program was a real struggle for me and I was pretty slow at it for a long time (and I still am in aspects that I haven't practiced). My "one weird trick" is that I've explicitly worked on speeding up things that I do frequently and most people have not. I view the situation as somewhat analogous to sports before people really trained. For a long time, many athletes didn't seriously train, and then once people started trying to train, the training was often misguided by modern standards. For example, if you read commentary on baseball from the 70s, you'll see people saying that baseball players shouldn't weight train because it will make them "muscle bound" (many people thought that weight lifting would lead to "too much" bulk, causing people to be slower, have less explosive power, and be less agile). But today, players get a huge advantage from using performance-enhancing drugs that increase their muscle-bound-ness, which implies that players could not get too "muscle bound" from weight training alone. An analogous comment to one discussed above would be saying that athletes shouldn't worry about power/strength and should increase their skill, but power increases returns to skill and vice versa.

Coming back to programming, if you explicitly practice and train and almost no one else does, you'll be able to do things relatively quickly compared to most people even if, like me, you don't have much talent for programming and getting started at all was a real struggle. Of course, there's always going to be someone more talented out there who's executing faster after having spent less time improving. But, luckily for me, relatively few people seriously attempt to improve, so I'm able to do ok.

Anyway, despite operating at a rate that some internet commenters thought was impossible, it took me weeks of dead ends to find something that worked. If I was doing things at a speed that people thought was normal, I suspect it would've taken long enough to find a feasible solution that I would've dropped the problem after spending maybe one or two quarters on it. The number of plausible-ish seeming dead ends was probably not unrelated to why the problem was still an open problem despite being a critical issue for years. Of course, someone who's better at having ideas than me could've solved the problem without the dead ends, but as we discussed earlier, it's fairly easy to find low hanging fruit on "execution speed" and not so easy to find low hanging fruit on "having better ideas". However, it's possible to, to a limited extent, simulate someone who has better ideas than me by being able to quickly try out and discard ideas (I also work on having better ideas, but I think it makes sense to go after the easier high ROI wins that are available as well). Being able to try out ideas quickly also improves the rate at which I can improve at having better ideas since a key part of that is building intuition by getting feedback on what works.

The next major objection is that speed at a particular task doesn't matter because time spent on that task is limited. At a high level, I don't agree with this objection because, while this may hold true for any particular kind of task, the solution to that is to try to improve each kind of task and not to reject the idea of improvement outright. A sub-objection people have is something like "but I spend 20 hours in unproductive meetings every week, so it doesn't matter what I do with my other time". I think this is doubly wrong, in that if you then only have 20 hours of potentially productive time, whatever productivity multiplier you have on that time still holds for your general productivity. Also, it's generally possible to drop out of meetings that are a lost cause and increase the productivity of meetings that aren't a lost cause1.

More generally, when people say that optimizing X doesn't help because they don't spend time on X and are not bottlenecked on X, that doesn't match my experience as I find I spend plenty of time bottlenecked on X for commonly dismissed Xs. I think that part of this is because getting faster at X can actually increase time spent on X due to a sort of virtuous cycle feedback loop of where it makes sense to spend time. Another part of this is illustrated in this comment by Fabian Giesen:

It is commonly accepted, verging on a cliche, that you have no idea where your program spends time until you actually profile it, but the corollary that you also don't know where you spend your time until you've measured it is not nearly as accepted.

When I've looked how people spend time vs. how people think they spend time, it's wildly inaccurate and I think there's a fundamental reason that, unless they measure, people's estimates of how they spend their time tends to be way off, which is nicely summed in by another Fabian Giesen quote, which happens to be about solving Rubik's cubes but applies to other cognitive tasks:

Paraphrasing a well-known cuber, "your own pauses never seem bad while you're solving, because your brain is busy and you know what you're thinking about, but once you have a video it tends to become blindingly obvious what you need to improve". Which is pretty much the usual "don't assume, profile" advice for programs, but applied to a situation where you're concentrated and busy for the entire time, whereas the default assumption in programming circles seems to be that as long as you're actually doing work and not distracted or slacking off, you can't possibly be losing a lot of time

Unlike most people who discuss this topic online, I've actually looked at where my time goes and a lot of it goes to things that are canonical examples of things that you shouldn't waste time improving because people don't spend much time doing them.

An example of one of these, the most commonly cited bad-thing-to-optimize example that I've seen, is typing speed (when discussing this, people usually say that typing speed doesn't matter because more time is spent thinking than typing). But, when I look at where my time goes, a lot of it is spent typing.

A specific example is that I've written a number of influential docs at my current job and when people ask how long some doc took to write, they're generally surprised that the doc only took a day to write. As with the machine health example, a thing that velocity helps with is figuring out which docs will be influential. If I look at the docs I've written, I'd say that maybe 15% were really high impact (caused a new team to be created, changed the direction of existing teams, resulted in significant changes to the company's bottom line, etc.). Part of it is that I don't always know which ideas will resonate with other people, but part of it is also that I often propose ideas that are long shots because the ideas sound too stupid to be taken seriously (e.g., one of my proposed solutions to a capacity crunch was to, for each rack, turn off 10% of it, thereby increasing effective provisioned capacity, which is about as stupid sounding an idea as one could come up with). If I was much slower at writing docs, it wouldn't make sense to propose real long shot ideas. As things are today, if I think an idea has a 5% chance of success, in expectation, I need to spend ~20 days writing docs to have one of those land.

I spend roughly half my writing time typing. If I typed at what some people say median typing speed is (40 WPM) instead of the rate some random typing test clocked me at (110 WPM), this would be a 0.5 + 0.5 * 110/40 = 1.875x slowdown, putting me at nearly 40 days of writing before a longshot doc lands, which would make that a sketchier proposition. If I hadn't optimized the non-typing part of my writing workflow as well, I think I would be, on net, maybe 10x slower2, which would put me at more like ~200 days per high impact longshot doc, which is enough that I think that I probably wouldn't write longshot docs3.

More generally, Fabian Giesen has noted that this kind of non-linear impact of velocity is common:

There are "phase changes" as you cross certain thresholds (details depend on the problem to some extent) where your entire way of working changes. ... ​​There's a lot of things I could in theory do at any speed but in practice cannot, because as iteration time increases it first becomes so frustrating that I can't do it for long and eventually it takes so long that it literally drops out of my short-term memory, so I need to keep notes or otherwise organize it or I can't do it at all.

Certainly if I can do an experiment in an interactive UI by dragging on a slider and see the result in a fraction of a second, at that point it's very "no filter", if you want to try something you just do it.

Once you're at iteration times in the low seconds (say a compile-link cycle with a statically compiled lang) you don't just try stuff anymore, you also spend time thinking about whether it's gonna tell you anything because it takes long enough that you'd rather not waste a run.

Once you get into several-minute or multi-hour iteration times there's a lot of planning to not waste runs, and context switching because you do other stuff while you wait, and note-taking/bookkeeping; also at this level mistakes are both more expensive (because a wasted run wastes more time) and more common (because your attention is so divided).

As you scale that up even more you might now take significant resources for a noticeable amount of time and need to get that approved and budgeted, which takes its own meetings etc.

A specific example of something moving from one class of item to another

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