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How Maemo Products Were Developed

2019-10-21

Any project that goes beyond being a mere personal hobby is always a collective effort where people work in concert. And these people working in concert is the foundation on which any product is built. Means of production are useless without people, but people need to be organized, their relations have to be structured to transform the collective effort into a meaningful outcome.

I used to be a part of the Maemo project at Nokia. In this post I’d like to write down what I still remember about the ways the products like Nokia N9 were developed.

Usually people’s relations are structured with agreed policies. The policies are enforced either through organizational hierarchies or special tools. The more policy enforcement relies on tools the less is the need for managers managing the hierarchies.

At Nokia the hierarchical structure was huge and had more than one dimension.

Perhaps it makes sense to begin with platforms. It is a very loaded term, but at Nokia “platform” was used mostly to denote a base operating system on which products were built. There were S40, S60, WindowsPhone and Maemo platforms. So strictly speaking Maemo was not a project, but platform. Every platform had its own big boss.

Then we had programs for the platforms. A program was led by a program manager. Programs were defined by base hardware configurations.

And in the scope of a program (meaning on top of a base hardware configuration) products where developed, that is devices of slightly different hardware versions and flashable images for them. A product also included “maintenance” that is software updates for the released device. Obviously every product had its own product manager reporting to the program manager and responsible for her product’s timely releases with certain functionality.

In addition to that there were configuration managers responsible for product configurations targeting different markets. For example the Maps application for Nokia N9 selling in China users saw Taiwan as PRC’s territory and so on. In some funny markets the Camera app must produce “shutter” sound when taking a picture, so the setting for disabling the sound must be excluded.

Non-managers (also known as developers) were organized in teams. Every team was responsible for development of one subsystem of the platform. Examples are the Real-time Communication team, the Applications team (Calculator, Gallery and others), the Application Framework team (UI and non-UI libraries), the Imaging team (Camera), the Browser team, the Multimedia team (sound processing and playback), the System Software team (Kernel and hardware adaptation) and others. Besides that there were auxiliary teams that didn’t deliver any functionality to products, but supported the main teams. Without them products would be never released:

  • the SDK team (toolchains, cross-compilers);
  • the Performance team (optimizations and fixing performance issues);
  • the Release & Integration team. Probably this was the most important team which developed the policy enforcement tools mentioned in the beginning of the post, maintained Maemo’s CI system when Martin Fowler had not yet coined the term and started to practice GitOps long before WeaveWorks. All this made it possible to integrate the deliverables of all other teams automatically (to some extent) into an end product. Later the team members formed the core of Jolla.

Naturally every team was led by a line manager who did budgeting, facilitating and performance assessments.

Inside the teams there were project managers who served as an interface between team members and product managers (teams delivered features to multiple products at the same time) and communicated with other teams because e.g. Applications depend on Application Framework, Phone depends on Multimedia and Camera (for video calls), almost everything depends Hardware Adaptation and everybody needs SDK.

Also I’d like to mention product QA, UX designers, industrial designers, sourcing, sales, marketing.

In other words in 2000s it could cost a fortune to develop new mobile phones. But the good news is that a substantial part of the developed code was made open. Combined with the experience accumulated by the people it enabled Jolla to develop its own mobile platform way cheaper. Needless to say Jolla’s organizational structure was almost flat, it relied heavily on its automated release process.