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R&D Archaeology: The Lockheed
Skunk Works
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Summary In
managing research and development, three key questions
are:
- Do you have good employees?
- Do they have a good work
environment?
- Do they use practices that
amplify their skills and take advantage of their
good work environment?
Kelly Johnson, founder of the
Lockheed Skunk Works, hired great people.
He also adeptly used both agile and predictive practices
to create a great work environment and to enable
his people to create the maximum value in that environment.
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Relief
Relief at last!
That's been my reaction to the whole agile methodology
movement. For 25 years I have struggled with what one of my business
school professors called "the conflict between planning
and discovery". That was his phrase for the uncomfortable tension between
managers who ask how much a project will cost and product
developers who stoically evade the question because they
just don't know the answer.
As many of us know from experience, a project team's attempt to predict
cost and schedule can engulf their project, sending it
into a spiral of frustrating, value-destroying confusion. I've been
there, so I've welcomed the agile approach to planning, which suggests that
project teams should defer not just decisions but also estimates
until a time when they really know the answers.
Predictability Makes a Comeback
But, suppose there were a team of people who delivered ground-breaking
products based on cutting-edge technology. Suppose they made commitments
up front for the schedule, cost, and functionality on all
of their projects. Suppose the technologies they used were so new that
they had to design, from scratch, fundamental components of their
products (like literally nuts and bolts, for example).
What if their products were startling in their performance, ready
ahead of schedule, and cost less than expected?
Finally suppose they did this over, and over, and over again.
How would such an organization make you feel about giving up
on committing to cost, schedule, and functionality,
and adopting an agile approach instead?
I know how it makes me feel.
Like a wimp!
The team existed - it was the Lockheed Skunk Works of the 1940s,
50s, and 60s. Consider just
some of its products:
- The XP-80, the U.S.'s first jet fighter, and the genesis for
the Skunk Works. Kelly Johnson, founder of the group, committed
to a first flight 180 days from contract signing (he recalls
asking what time the clock would start - minutes counted). That
seems courageous enough. But when the contract was signed
there were no engineers, floor space, or equipment to build
the plane, so finding a building and creating an organization
had to happen within those 180 days, too. But they delivered in 143 days, not 180,
and the plane was
the first fighter to exceed a 500 MPH air speed. They followed
up with the second version, the YP-80A, in another 132
days.
- The F-104, the U.S.'s answer to the high-flying Soviet fighter
aircraft of the Korean war. The Skunk Works delivered it in
a year and a day. It was the first plane to break Mach 2, and
set the world altitude record in 1958. It was so versatile that
later versions flew with additional components and attachments
that doubled the planes' weight.
- The U-2. This time Johnson committed to building 20 airplanes
with spare parts in 8 months at a fixed price ($22 million).
They delivered on time, refunded $2 million to the customer,
and delivered six extra airplanes.
- The SR-71. This very famous and amazing plane flew at speeds
well over Mach 3, cruised at Mach 2, flew at altitudes
well over 85,000 feet, and could out-maneuver any missile fired
at it. It was the first plane to use stealth technology. Lockheed
delivered the plane less than 2 years after contract signing
[1].
Hardware is Easy, Right?
Recently I attended a web seminar conducted by a software development
tools company in which they described the latest thinking on
agile practices, team-building, and process. There was a type-in
box for questions during the seminar, so I used it to ask how the
vendor explained the disparity between the software community's
preference for deferring decisions and the
Skunk Works' success at making commitments up front and then meeting them.
Their answer to my question revealed thinking that is common
in our industry. They responded that the Skunk Works created
hardware products, and that hardware people have had many years
to define standard components and interfaces, and therefore hardware
product developers are better able to plan and predict than software
product developers. In other words, the developers at the Skunk
Works had fewer risks to cope with.
As I said above, the agile approach is a relief to me, and I
like this particular vendor's products and services in many
ways, so I don't mean to single them out with what I am about to
say about them:
Wimps!
All of the projects I listed above included technology risks
that would make even the most aggressive software person blanche:
- The XP-80 encountered and dealt with compressibility,
which is the buildup of air on the leading edge of a wing moving at
high speeds. The engineers
expected compressibility, but no one really
knew how it would affect this particular plane. On the XP-80
it caused the ailerons to buzz at Mach .8, and the team solved
the problem with hydraulic dampers.
- The F-104's engine was entirely new and not available early
in the project, so the team tested with one engine and then
integrated the new one late in development. They also had
no mach-2 wind tunnel. They solved that problem by instrumenting
rockets, launching them into the air with assemblies attached
that would simulate a component of the final plane, and
taking their measurements.
- The U-2 was so secret that Lockheed couldn't use any of
its usual facilities to test it. Yikes, no airport! So, the
team created a new airbase in the desert.
- The SR-71 used titanium for many of its components. The
team had to solve problems with purity, precision machining
(titanium doesn't compress much, so tolerances are brutal),
and testing of that material. The high operating temperature
of the plane required newly invented lubricants, fuel,
bushings, o-rings, plastics, wiring, and insulation. The heat
buildup due to air friction fried normal wiring. The paint for
the insignia was also an innovation - all other paints
charred on the skin of the plane [1].
Not convinced that the Skunk Works pushed
the envelope? Here's what a Soviet pilot had to say:
"Chasing the SR-71
along the Siberian Coast in a Mig-25, I could not match its speed. One flight
in the Mig-25 and we had to change our engines. I could not believe that such
technologies existed" [Italics added] [2].
Finally, consider that all of these planes carried people
who occasionally died in crashes that were due to defects or
oversights.
I can't think of analogous risks in software development, can
you?
The Skunk Works responded to challenges that were just as enormous
as those we have in software. Perhaps their challenges were even more
daunting. They also created innovative products that required innovative,
not standard, components.Yet, they succeeded at predicting cost,
schedule, and features. What can we learn from the
Skunk Works? How did they predictably deliver such advanced
products?
The Skunk Works Process
Kelly Johnson summarized his approach to managing the Skunk Works in his
famous 14 Points of Project Management. In the absence of more information,
I'll use the 14 points to deduce what some of the Skunk Works practices
were. Here they are, from Kelly Johnson's book Kelly: More than
My Share of it All [1].
"The basic operating principles of the Skunk Works are:
- The Skunk Works manager must be delegated practically complete
control of his program in all aspects. He should report to a
division president or higher.
- Strong but small project offices must be provided
both by the military and industry.
- The number of people having any connection with the project
must be restricted in an almost vicious manner. Use a small
number of good people (10 percent to 25 percent compared to
the so-called normal systems).
- A very simple drawing and drawing release system with great
flexibility for making changes must be provided.
- There must be a minimum number of reports required, but
important work must be recorded thoroughly.
- There must be a monthly cost review covering not only what
has been spent and committed but also projected costs to the
conclusion of the program. Don't have the books ninety days
late and don't surprise the customer with sudden overruns.
- The contractor must be delegated and must assume more than
normal responsibility to get good vendor bids for subcontract
work on the project. Commercial bid procedures are very often
better than military ones.
- The inspection system as currently used by ADP [Advanced
Development Projects , AKA the Skunk Works], which has been
approved by both the Air Force and Navy, meets the intent of
existing military requirements and should be used on new projects.
Push more basic inspection responsibility back to subcontractors
and vendors. Don't duplicate so much inspection.
- The contractor must be delegated the authority to
test his final product in flight. He can and must test it in
the initial stages. If he doesn't, he rapidly loses his competency
to design other vehicles.
- The specification applying to the hardware must be agreed
to in advance of contracting. The ADP practice of having a specification
section stating clearly which important military specification
items will not knowingly be complied with and reasons therefore
is highly recommended.
- Funding a program must be timely so that the contractor
doesn't have to keep running to the bank to support government
projects.
- There must be a mutual trust between the military project
organization and the contractor, with very close cooperation
and liaison on a day-to-day basis. This cuts down misunderstanding
and correspondence to an absolute minimum.
- Access by outsiders to the project and personnel must be
strictly controlled by apropriate security measures.
- Because only a few opeople will be used in engineering and
most other areas, ways must be provided to reward good performance
by pay not based on the number of personnel supervised."
Well, the 14 points don't spell out a process, and they're more
general than practices, but here's my attempt at a condensation
into ideas that are closer to being practices:
- Invest in people. Hire the best people.
Create clear and demanding delegation
that permits failure for an individual. Require
that people and teams know their role and subject matter, inspect
their own work, and deliver a working product, i.e. "done"
must mean done. Trust their results.
This applies to
project members and also the customer and subcontractors.
- Make clear agreements. As part of that, stating what you
won't do is just as important as stating what you will do.
- Use small groups. If people must work in groups, make them
small groups, whether on the project, at the customer, or at
subcontractors.
- Facilitate change with a lightweight change control process. Don't tax changes by requiring costly
approval procedures.
- Likewise, don't require project documentation that isn't
absolutely necessary.
- Simplicity.
- Use intermediate milestones.
- Test early.
- Leverage expertise. Kelly Johnson consulted with each of
his projects nearly every day. He spread his, and I suspect
others', expertise over multiple projects.
Because the Skunk Works was a government contractor, it's safe
to assume that they also practiced the following:
- Heavyweight requirements analysis and specifications.
- Contracts.
Finally, these next ideas aren't practices but they come through loud
and clear in the 14 points:
- Be vigorous and rigorous. Do what works, even if it makes
you seem a little mean.
- Think about the intent of a process and do just enough
to meet that intent.
A Practice Map for the Skunk Works
The following practice map arranges the practices that I condensed
from the 14 rules by whether they reduce the cost of change or the
probability of change.

Here are some ideas I derived from the
map:
- Many of the practices in the map focus
on making change inexpensive. The Skunk Works was agile.
- Most of the practices focus on improving
judgement of boths teams and individuals.
- Of the practices that improve judgement,
three of them imply personal responsibility. Kelly Johnson,
as I noted above, put faith in people but also demanded that
they perform. I suspect that those who did not perform were
very unwelcome at the Skunk Works, and that was probably true
for customers and subcontractors as well as employees.
Those are interesting observations, but to
extract the greatest lesson from the Skunk Works I think we
have to guess at what motivated Kelly Johnson's choice of practices.
Fear Motivates Process, but Fear of What?
In an excellent article about customizing
process, Alistair Cockburn quoted Kent Beck regarding what motivates
process:
"'All methodology is based on fears,'
quipped Kent Beck in a methodology discussion. Although this
sentence appeared merely dismissive at first, I have found it
to be largely true. Each element in the process or methodology
can be considered a preventative against a bad experience some
project has had." [3]
I agree, but I
think there are two kinds of fear that motivate process.
Quite commonly, there's the fear that project team members
will do something wrong. This fear leads to prescribing engineering
practices that are heavy on inspection or that defer decisions until
answers become clear. In other words, both predictive and agile
practices address this fear.
But, there's another kind of fear that may be even more important
to address. That is the fear that
some external influence will prevent really great team members from
doing a good job. Interestingly, a thoughtful manager can use both
predictive and agile practices to address this fear, too.
So, what fears motivated the process at the
Skunk Works? Kelly Johnson's 14 rules focus primarily on the second
fear. Johnson hired the best, and then he made absolutely sure that
no one, not even a high-ranking customer or company executive, would
get in his employees' way. With a good work environment as a foundation, his other rules
could reinforce individual and team responsibility.
I think these are the lessons of the
Skunk Works:
- if your process is motivated by fear of mistakes,
then your best first step is improving your hiring, training, and
education. In other words, first
build an organization of people who are so good that your greatest fear is that someone or
something will get in their way. Then create a process.
- once you've hired strong performers, then
select practices that fend off interference. Create a good work
environment for developing products. The practices might be
agile, or they might be predictive. Johnson required close contact
with a customer representative who could make binding decisions -
an agile practice that speeds problem solving. But, he also
used up-front contracts and specifications, both predictive
practices, to get his customers and managers to delegate
to him.
- finally, select practices that facilitate
good individual and team performance within a good work environment.
Again, these practices might be agile or predictive. Johnson
used lightweight change control, an agile practice. He also
required that people meet the contract schedule, cost, and functionality
- a predictive approach.
Kelly Johnson was probably the first agile
methodologist. But he was also successful at exploiting predictive
practices to establish the role of the Skunk Works
and create a good work environment. He used them to set clear goals
for his employees and to set boundaries for his customers and
management. And, while he committed to his customers
and his management, he demanded payment in faith for that commitment
- faith that the Skunk Works, if left alone, would deliver.
References
1. C. L. Johnson, M. Smith, Kelly:
More Than My Share of it All, Smithsonian Institution Press,
Washington, 1989.
2. Clarence L. “Kelly”
Johnson Biography, (accessed 12 October 2002) < http://www.wvi.com/~lelandh/kelly1.htm>
3. A. Cockburn, “Selecting a Project’s Methodology,”
IEEE Software, vol. 17, no. 4, July-August 2000, pp. 64-71.
Copyright 2002, Peter Bradshaw. All rights
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