The easiest way is to use a densitometer and BTZS techniques. That having been said, the easiest way (without the equipment and training) is to just take two shots of a scene, if you aren't sure about development time. The hard part is relating this development time in terms you can actually use. Here is one way to do it. I just use a Stouffer printed paper zone scale for this method, to have a constant print scale to work with. It is based on your paper of choice.
The BTZS way of dealing with contrast is the best I have found (high value ev minus low value ev plus 5 is your "sbr" or scene brightness range for any shot or 14 - 11 = 3 + 5 = 8). Develop the shot and see where your printed values fall. is zone 3 really zone 3 and zone 7 really zone 7? If so, use a sheet of graph paper. Along the left column every 1/2", sbr numbers from five up to 10 or 15 (y axis, whatever, but 5 is at the bottom and 10 at the top). Along the bottom line (x axis) is the time line in similar increments of 1/2" with low number at the left and longer times at the right.
Let's say the time was 12 minutes and zone 3 & 7 were correct (full texture at top and bottom). Plot a point across from sbr 8 and up from 12 minutes. If the print shows an under-development, then you have less contrast and your sbr wasn't 8 in the print, but perhaps 9 (1 zone short of your target). Plot a point at sbr 9 for 12 minutes. This is just guess work with a zone scale, but once you have a few scenes mapped out and the points are plotted, you can use a french curve to draw a line which is the average of these points. You will have plenty of information at your disposal for plus and minus development once this is done.
Draw this on a sheet of paper to see what it looks like and it will be easy to understand, after a while. Best, tim