Here, parent explained in detail how to get stuff done, management very happy and secure their position for years to come.
Truth is harsh, however this seems to be 100% accurate for nearly all cases of employment. Rarely do you get to focus on simply interesting problems and good engineering as a primary concern
word of warning from an old guy, don't create problems for yourself when you don't have to. Turning something boring into something interesting can have painful consequences down the road.
>One needs to be able to create their own interesting solutions rather than expecting them to be handed down on a plate.
You should tell that to every old manager I had.
What a strange thing to say! Aren't people also kind of... things? Shouldn't they be at least as interesting as things?
Fixing stuff on a legacy product may make management happy but if that product is discontinued next year then you haven't accrued technical expertise valuable to the company (but you may have built a reputation as a fixer and quick learner).
So, as usual, it is a balancing act.
Edit: this is my perspective from the embedded world. It probably applies generally, though.
When times get tight the new projects get shitcanned and the 10 year-old cash cow design gets the promised new features.
One crusty project I worked on was a legacy control board for a piece of restaurant equipment. The customer, the company that built the actual machine, had been building this product for 40 years. It had been through two PCB redesigns and two different microcontrollers, but the logic was tried and true and had to survive. A port of the project from 6800 assembly to C had completely gone off the rails and the contractor was dumped. All it took was a 20-opcode fix to a routine that the contractor just couldn't grok.
If any the conclusion is: work on what you want, life is short.
The split there isn’t in favor of doing stuff that’s fun and novel though; actually, the engineer should usually pick a boring proven solution if the public has a high stake in the outcome.
But the vast majority of HN topics are not concerned. Additionaly, it does not pay well
That's a perfectly reasonable thing to want out of engineering for yourself. I wouldn't state it as an absolute truth for all people though.
Personally, I'd like to be working on something that extends the state-of-the-art a little, even if only by a tiny fraction. It can be one for the other disciplines involved - it doesn't have to be the software I'm writing that is responsible for that (and it usually isn't), but that's what I derive satisfaction from.
I find improving established code of far more interest and reward than greenfield. Coming to understand what a person was thinking while building something is fascinating. My updates are tangible life improvements to real human beings. That interests me, at least.
Greenfield, I have the incredibly stressful job of making all the major architectural mistakes people will complain about for years to come. I'm not interested in that. There's also a much higher chance with greenfield that the product will just fail and no one will enjoy your work.
And you've found a way to completely forestall the non-technical demands that force non-ideal design choices?
You're sitting on a gold mine friend.
I am sitting on a gold mine. But I can’t prove it. That’s the problem with this stuff. The industry moves horizontally with each design such that nobody knows if say the current design trend was better than the last. We go better or we go worse and nobody knows if it actually was.
Maybe I am sitting on a gold mine. The problem is you’d never know about it. You’d never believe it. Because a proof isn’t possible.
So because it’s not provable you have no clue about any design whether one is better or one is worse and thus you disbelieve everything.
The overall question is how do you create a design or pattern that has maximum adaptability to anticipate any possible requirement change with minimal rewrites? Where you only swap in and swap out modules without changing structure?
I think I found the best possible way. But you won’t believe me.
Why? Because I very quickly made a name for myself as someone who learns quickly and then gets stuff done even in contexts where everyone else struggles. Solving problems that have long been considered intractable is a good way to show your value.
Nope, assuming that code works and handles UTF8 (sorry, but there is a point where it is too far gone to save). You’ve made yourself essential. You know the business better. You are strategic. And often, you become the one person who knows the legacy code base. And you will quickly find yourself a part of super important decisions. You’ll be called out regularly for fixing things that have gone unfixed for years. You’ll also drive value by helping the company avoid spending vast amounts of money re-implementing functioning code. On top of that, new product is often a mix of new and old, so you’ll quickly find yourself in the middle of new product teams.
Even at a young age, some people find it super fascinating to work with old stuff and study the traces of people long gone.
If you're that kind of person, digging into an old assembly codebase is going to be so much more fun than learning some newfangled web framework.
The most interesting work is going to be 10% interesting and 90% not interesting. In most cases it will be less interesting than that.
Prioritizing "interesting" work means you'll always be exploited by the companies that can sell you on less pay, less benefits, less time off, less respect in exchange for some pittance of perceived novelty. Don't fall for this trap.
I found that working on legacy projects is often the most interesting.
There is the challenge of understating the original code base, which may look messy, but is full of history, you see the architectural mistakes and their consequences, how they managed to fix obscure bugs, tackle unexpected use cases, different code styles,... Then they ask you to implement a feature or fix a bug, you have to find what can be touched and what can't, what is a bug and what is a feature, see how much time you have, and decide on a strategy. This is production code and people are using it right now, and they are efficient with it, you have to help them and not force them to relearn everything for no good reason.
And there is technical debt management, your goal is to make the code better or at least not worse, but without introducing breaking changes and under time constraints. You have to manage your off time to make improvements that will help you in the future (chose wisely) as the next truckload of tickets arrive. It includes having a good relationship with your managers as no one wants you overworked, as it would just cause technical debt to accumulate with no time to repay it.
And good luck getting an AI to do that, if you want job security in the age of LLMs, that's your change. It doesn't mean you can't use AI, but you certainly won't be replaced by it.