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Dave points to Sarah's post on Netlify about Developer Experience (DX). Sarah explains the meaning of the character in the article, which consists of three aspects:
I like this definition very much. A goal must be defined before it can be accomplished. However, Dave is talking about being a user of DX rather than a creator of DX. He proposed another three-point theory:
- Is it simple and easy to use? Is this technique better solved my problem than my current approach.
- Can you get help? If I encounter a problem, can I communicate with others? Will I meet people who are helpful or people with bad attitudes?
- Is the community healthy? If I put all my energy into it, is the community full of negative energy or positively friendly? If applicable, are there good community extensions?
Another point I like about this topic is Shawn Wang’s developer anomaly engineering, which agrees with the basic premise of DX but explores more in-depth “disturbing” (but honest and frank) aspects. Here is an example:
Are your pricing predictable, or do users need to use spreadsheets to calculate what you will charge? If the cost is unexpectedly too high, can developers use your software to find out the reason, or do they have to beg for help? Are good default values set to issue warnings in advance?
My love for good DX can be derived from a clear understanding of the disturbing things. What are the areas that are not perfect? Tell me, you can win my trust. Hidden it and you will lose it.
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