2. Processes & Collaboration¶
Part of the Software Project Maturity Assessment — spec version 0.3.0.
2.1 Onboarding Process¶
Why it matters: How a new hire spends their first weeks predicts how long it takes them to become productive and whether they form an accurate mental model of the codebase — or a folklore one passed down in hallway conversations.
What good looks like: New team members follow a documented path that gets them to a first meaningful commit within days, with a clear point of contact and materials that are actually kept current.
Questions to ask: - What did the last new hire do on their first day, and who decided that? - How long did it take the most recent hire to ship their first real change? - Is there a written onboarding checklist or guide, and when was it last used successfully? - What did the last new hire get wrong or confused about that the docs should have covered?
Red flags: onboarding is "shadow someone for a week and figure it out"; the onboarding doc is a year old and references tools that no longer exist; new hires' first questions go unanswered for days.
2.2 Roles and Responsibilities¶
Why it matters: When ownership of a domain is fuzzy, decisions stall waiting for someone to claim them, or get made twice by people unaware of each other's work.
What good looks like: Everyone can name who owns product, engineering, QA, and other key domains, and those owners are the ones actually consulted when decisions in their area come up.
Questions to ask: - Who owns this codebase, this feature, this decision — can you name them without checking a wiki? - What happens when a decision falls between two roles — who resolves it? - Has anyone left recently, and did their responsibilities have a clear successor? - Can you point to a recent case where unclear ownership caused a delay or a duplicated effort?
Red flags: "it's kind of everyone's job"; ownership is only documented in an org chart nobody references day to day; the same decision gets re-litigated because no one remembers who made it the first time.
2.3 Methodologies and Frameworks¶
Why it matters: A team's stated methodology only matters if it's actually practiced; a mismatch between the label on the wall and the work on the ground creates friction and false expectations for anyone new.
What good looks like: The team can describe the process it actually follows — whether that's Scrum, Kanban, dual-track, or something bespoke — and that description matches what an observer would see in a normal week.
Questions to ask: - What methodology does the team say it follows, and does a week of observation match that description? - What parts of the "official" process get skipped in practice, and why? - Who decided on this methodology, and has it been revisited since? - What would change if the team switched frameworks tomorrow — anything, or just vocabulary?
Red flags: ceremonies happen because the calendar says to, not because they produce a decision; the process was copied from a book or a previous company without adaptation; the team can't explain why they do it this way.
2.4 Communication¶
Why it matters: Information that doesn't reach the people who need it might as well not exist; poor communication cadence and channel hygiene quietly recreates silos even on a small team.
What good looks like: There's a predictable rhythm and a small number of well-understood channels for different kinds of communication, and important information reliably reaches the people who need to act on it.
Questions to ask: - If something important happened yesterday, how would you find out — and how long would it take? - How many different channels (Slack, email, tickets, meetings) does someone need to check to stay informed? - What was the last time an important update got missed because of where it was posted? - How do updates reach people who were out or on a different team?
Red flags: critical decisions get made in a DM that nobody else can see; "check the thread" as a standard response; announcements duplicated across five channels with no single source of truth.
2.5 Task Management¶
Why it matters: Without a shared, trustworthy view of what's in flight and what's done, planning becomes guesswork and work quietly falls through the cracks.
What good looks like: Tickets have a consistent format and a clear definition of ready and done, the board reflects reality without heavy manual upkeep, and anyone can tell what's actually being worked on right now.
Questions to ask: - What does "done" mean for a ticket here — is it written down or tribal knowledge? - Can you trust the board right now, or does it need a cleanup pass before it's accurate? - How does work that isn't a ticket yet (a hallway request, an urgent bug) enter the system? - What's the oldest open ticket, and does anyone know its actual status?
Red flags: the board is updated only right before a status meeting; "definition of done" varies by person; work happens outside the tracking system entirely and gets reconciled after the fact, if at all.
2.6 Prioritization and Decision Making¶
Why it matters: Every team has more good ideas than capacity; how trade-offs get decided — and who gets a say — determines whether the team builds the right things or just the loudest requests.
What good looks like: There's a known process for weighing competing priorities, the people with relevant context are actually involved, and the reasoning behind a call is visible enough to be revisited later.
Questions to ask: - Who decided what the team is working on this week, and what informed that choice? - Can you point to a recent trade-off decision and explain why it went the way it did? - What happens when an urgent request conflicts with planned work — is there a process, or does it depend on who shouts loudest? - How does the team distinguish between someone's opinion and an informed decision?
Red flags: priorities shift based on who last talked to a stakeholder; decisions have no visible rationale, only an outcome; the most senior voice in the room wins regardless of the argument.
2.7 Project Estimation¶
Why it matters: Estimates drive commitments to stakeholders, staffing, and sequencing; when they're systematically wrong and nobody checks, planning becomes theater and trust erodes with every missed date.
What good looks like: Sizing is produced with a repeatable method, estimates are compared against actuals afterward, and the team's calibration visibly improves — or at least the gap is acknowledged and worked around.
Questions to ask: - How was the last estimate produced — gut feel, a formal technique, historical data? - Does anyone compare estimates to actuals afterward, and what did the last comparison show? - What happens when a deadline was committed before the estimate existed? - How does uncertainty get communicated — as a range, a confidence level, or a single number treated as fact?
Red flags: estimates are demanded before requirements are understood; a single number is quoted upward and treated as a promise; nobody ever revisits whether estimates were close.
2.8 Code Reviews¶
Why it matters: Code review is often the only point where a second engineer engages deeply with a change before it ships; when it's a rubber stamp, the team loses its main defense against design mistakes and knowledge silos.
What good looks like: Reviews happen promptly, reviewers engage with design and correctness rather than just style, and the process catches real problems often enough that people take it seriously. This item assesses the review interaction and feedback; ownership and reviewer assignment are assessed in 4.13.
Questions to ask: - How long does a typical pull request wait for its first review comment? - What's the last piece of substantive feedback a review caught before merge — not a typo, an actual design or correctness issue? - Is there a required number of approvals, and is it ever bypassed — by whom, and how often? - How do reviewers handle disagreement with the author — is there a resolution process, or does it default to whoever's more senior?
Red flags: approvals given without evidence the diff was read; reviews consistently take days, so people route around them; large PRs get a single "LGTM" with no comments.
2.9 Retrospectives and Feedback¶
Why it matters: Teams that don't pause to reflect repeat the same mistakes; retrospectives are the mechanism for turning lived experience into process change, and their absence shows up as recurring, never-fixed friction.
What good looks like: Retrospectives happen on a predictable cadence, produce specific action items with owners, and those action items are checked on later rather than forgotten the moment the meeting ends.
Questions to ask: - What action item came out of the last retro, and what's its status today? - How many retros in a row have raised the same unresolved issue? - Does feedback flow both ways — do individual contributors get to raise process problems, not just report on tickets? - What would have to happen for a retro action item to actually get prioritized against feature work?
Red flags: retros happen but produce no written action items; the same complaint resurfaces every retro with no visible attempt to fix it; the meeting is treated as a formality to get through, not a working session.
2.10 Ground Rules¶
Why it matters: Unstated norms around meetings, communication, and behavior default to whatever the most dominant personalities model, which can quietly exclude quieter voices or create friction nobody names directly.
What good looks like: Basic norms — meeting etiquette, response-time expectations, how disagreement is handled — are written down somewhere, referenced when they're violated, and revisited as the team changes.
Questions to ask: - Are there written team norms, and can someone point to where they live? - What happens when someone consistently violates a norm — is it addressed, or quietly tolerated? - How were these norms decided — by the whole team, or handed down? - When did the ground rules last get updated, and what prompted the change?
Red flags: norms exist only as unwritten expectations that new members have to guess at; violations are tolerated from senior people but not from others; the rules haven't been revisited since the team's headcount doubled.
2.11 Decision Records (ADR)¶
Why it matters: Without a record of why a significant decision was made, the reasoning leaves with the people who were in the room, and future engineers either repeat the debate from scratch or violate a constraint they don't know exists.
What good looks like: Significant architectural and process decisions are captured in a lightweight, consistent format, are easy to find, and are referenced when a related decision comes up later.
Questions to ask: - Where do architectural decisions get recorded, and how many exist? - Pick a major technical choice made in the last year — is the reasoning written down anywhere? - When was the last time someone consulted an old ADR before making a related decision? - What decisions should have an ADR but don't?
Red flags: "we don't really do ADRs, people just remember"; the ADR log exists but hasn't been touched in over a year despite significant changes happening; records exist but are never referenced, so decisions get silently re-litigated.
2.12 Cross-Team Collaboration¶
Why it matters: Most real work crosses team boundaries — engineering needs design, QA, DevOps, or another engineering team — and the quality of that handoff determines whether work flows or stalls at every interface.
What good looks like: Interfaces between teams are clear, dependencies are surfaced early, and there's a known way to resolve conflicts or blockers that doesn't require escalating to management every time.
Questions to ask: - What's the last piece of work that depended on another team, and how smoothly did that handoff go? - How far in advance do cross-team dependencies typically get identified — before or after they become blockers? - When two teams disagree about an interface or a timeline, how does that get resolved? - Is there a standing forum or contact point for coordinating with other teams, or does it happen ad hoc?
Red flags: dependencies are discovered the week they're due; cross-team requests routinely sit unanswered; every disagreement between teams escalates to a manager instead of being resolved peer to peer.
2.13 Stakeholder Management¶
Why it matters: Stakeholders who feel uninformed or unheard tend to escalate, micromanage, or lose trust in the team's judgment — all of which cost more time than proactively keeping them in the loop.
What good looks like: Key stakeholders are identified explicitly, there's a regular cadence for keeping them updated, and their input is gathered before decisions are finalized rather than after.
Questions to ask: - Who are the key stakeholders for this product, and can the team name them without hesitation? - How and when do stakeholders find out about scope changes or delays — before or after the fact? - What's the last time a stakeholder was surprised by something the team already knew? - How is stakeholder feedback gathered, and where does it go once collected?
Red flags: stakeholders learn about slipped deadlines in a status meeting instead of proactively; "stakeholder management" means damage control after a surprise, not a standing practice; no one can list the stakeholders for a given initiative.
2.14 Other¶
Anything important to this category that the items above did not cover. Record it here with an importance and state rating like any other item.