Project Management Quarter

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Project Management Quarter (hereinafter, the Quarter) is the last of four lectures of Project Quadrivium (hereinafter, the Quadrivium):

The Quadrivium is the first of seven modules of Septem Artes Administrativi, which is a course designed to introduce its learners to general concepts in business administration, management, and organizational behavior.


Lecture outline

The predecessor lecture is Product Design Quarter.

Concepts

  1. Project management. The task of getting a project's activities done on time, within budget, and according to specifications.
    • Project management. Practice and a set of concepts, based on that practice, that define culture of managing of projects from the moment when the project manager is identified to the project closing.
    • Project scope. The work that must be performed to deliver a product, service, or result with the specified features and functions. See also scope.
  2. Project. A temporary endeavor undertaken to create a unique product, service or result.
  3. Planning. Management function that involves setting goals, establishing strategies for achieving those goals, and developing plans to integrate and coordinate activities.
    • Planning. A process that includes defining goals, establishing strategy, and developing plans to coordinate activities.
    • Sprint plan. The tangible outcome of a Sprint planning meeting. The Sprint plan is a written document assembled by the development team and includes 1) the goal for the sprint—a brief description of the product or deliverable to be completed by the end of the sprint, and 2) a detailed list of the Product Backlog Items (PBIs) or user stories the team has committed to completing by the end of the sprint, based on the team’s availability and velocity. Each PBI or user story is broken down into tasks according to the priority set by the product owner and assigned to a team member.
    • Specific plan. A plan that is clearly defined and leaves no room for interpretation.
    • Standing plan. An ongoing plan that provides guidance for activities performed repeatedly.
    • Short-term plan. A plan covering one year or less.
    • Single-use plan. A one-time plan specifically designed to meet the needs of a unique situation.
    • Directional plan. A plan that is flexible and sets out general guidelines.
    • Formal planning department. A group of planning specialists whose sole responsibility is helping to write organizational plans.
    • Long-term plan. A plan with a time frame beyond three years.
    • Release plan. The plan that outlines the features to be included in an upcoming release and provides an estimated date for the release. The plan should include responsibilities, resources, and activities required to complete the release.


  • Version control. The task of organizing a system or product containing many versions.
  • Production environment. A term describing the setting where a product is put into use by customers on a regular basis.
  • Sprint. A set time period during which milestones must be reached and work must be completed and ready for review.
  • Release. A functional product sent to customers.
  • Milestone. A scheduled event to mark the completion of a major element of a product. Milestones are flags to signify that some amount of work has been completed.
  • Deployment. Introduction of a new activity, procedure, or program to an organization.
  • Deliverable. A tangible outcome produced by a project. Internal deliverables are created by a project and are used by the company itself. External deliverables are created for clients, stakeholders, or customers. A single project can create many sets of deliverables.
  • Capacity. The amount of work that can be completed within a certain time frame and is based on the number of hours that an individual or team will be available to complete the work.
  • Sustainable pace. The pace that an Agile team can work at indefinitely without resulting in developer burnout (ideally 40 hours per week).
  • Technical debt. refers to the obligation a development team incurs when they use a short-term, expedient approach to developing a software package without considering the long-term consequences. Technical debt increases project cost and complexity due to inefficiencies, inaccuracies, and other issues introduced into the software package. Poor management, incompetency, timeline pressure, or inadvertent mistakes can all contribute to technical debt.
  • Cycle. refers to the total amount of time it takes for a single task or work item to travel through the workflow from the beginning of work until it ships.
  • Continuous integration (CI). A software engineering practice that involves continual integration of new development code into the existing codebase.
  • Unit production. The production of items in units or small batches.
  • Slack time. The amount of time an individual activity can be delayed without delaying the whole project.
  • Budget. A numerical plan for allocating resources to specific activities.
  • Budgeting. The process of allocating resources to pay for designated future costs.
  • Zero-balance budgeting. Process starting with an established point of zero rather than using the current budget as the basis for adding, modifying, or subtracting resources.
  • Velocity. A metric that specifies how much work a team is able to complete within a single, fixed-length iteration or sprint.
  • Timebox. A fixed period of time to accomplish a desired outcome.
  • Timebox. An assigned period of time during which an individual or team works toward an established goal. The team stops work when the time period concludes, rather than when work is completed. The team then assesses how much work was accomplished toward the specified goal.
  • Timeboxing. Setting a duration for every activity and having it last exactly that (i.e. neither meetings nor sprint are ever lengthened - ever).
  • Scenario. A narrative describing “a day in the life of” one of your personas, and probably includes how your website or app fits into their lives.
  • Scenario. An analysis model that describes a series of actions or tasks that respond to an event. Each scenario is an instance of a use case.
  • Commercial-off-the-shelf software (COTS). Software developed and sold for a particular market.
  • Risk Management. A process of identifying what can go wrong and making plans that will enable a system to achieve its goals.
  • Risk. An uncertain event or condition that, if it occurs, will affect the goals or objectives of a proposed change.
  • Feature creep. The tendency to add additional requirements or features to a project after development is already underway. Feature creep can occur on either a project or sprint level.
  • Release. The transition of an increment of potentially shippable product or deliverable from the development team into routine use by customers. Releases typically happen when one or more sprints has resulted in the product having enough value to outweigh the cost to deploy it. A release can be either the initial build of a product or the addition of one or more features to an existing product. A release should take less than a year to complete, and in some cases, may only take three months.
  • Sprint goal (aka Sprint theme). The key focus of the work for a single sprint.
  • Sprint. A fixed-length iteration during which one user story or product backlog item (PBI) is transformed into a potentially shippable deliverable. Each sprint is assigned a set amount of time to be accomplished (sometimes referred to as Timeboxing), which could be anywhere from one week to one month, but typically lasts two weeks.
  • Done done. A product increment that is considered potentially releasable; it means that all design, coding, testing and documentation have been completed and the increment is fully integrated into the system.
  • Continuous improvement. A process of improving quality and efficiency by making small, incremental changes over time. In Kanban, continuous improvement refers specifically to the process of optimizing workflow and reducing cycle time, resulting in increased productivity.
  • Beta launch. The limited launch of a software product with the goal of finding bugs before final launch.
  • Deliverable. Any unique and verifiable work product or service that a party has agreed to deliver.
  • Incremental delivery. Creating working software in multiple releases so the entire product is delivered in portions over time.
  • Impediment backlog. A visible or nonvisible list of impediments in a priority order according to how seriously they are blocking the team from productivity.
  • Impediment. Any obstacle that prevents an individual or team from completing a task or project. Unscheduled meetings, technical issues, lack of knowledge or expertise, a distracting workplace, and office conflict are all examples of impediments.
  • Scheduling. Detailing what activities have to be done, the order in which they are to be completed, who is to do each, and when they are to be completed.
  • Requirements risk mitigation strategy. An analysis of requirements-related risks that ranks risks and identifies actions to avoid or minimize those risks.
  • Requirements management plan. A description of the requirements management process.
  • Requirements management. The activities that control requirements development, including requirements change control, requirements attributes definition, and requirements traceability.
  1. Estimation. The process of assigning a quantifiable measure to the amount of workload needed to complete a project or task, in order to determine the duration, effort, or cost required to complete the project or task.
    • Relative estimation. One of several types of estimations Agile teams use to determine the amount of effort needed to complete project tasks. Tasks or user stories are compared against equivalent, previously completed tasks or group of tasks of similar difficulty.
    • Planning poker. A team building exercise or game used to arrive at a group consensus for estimating workload based on the Delphi method.

Roles

  1. Project manager. The stakeholder assigned by the performing organization to manage the work required to achieve the project objectives.
  2. Developer. Developers are responsible for the construction of software applications. Areas of expertise include development languages, development practices and application components.

Methods

  1. UX project process.
    • UX strategy stage. The stage during which the brand, guiding principles, and long-term vision of an organization are articulated. The strategy underpinning a UX project will shape the goals of the project—what the organisation is hoping to achieve with the project, how its success should be measured, and what priority it should have in the grand scheme of things.
    • UX research stage. Often referred to as the Discovery stage. Complex projects will comprise significant user and competitor research activities, while small projects may require nothing more than some informal interviews and a survey.
    • UX analysis stage. The stage of the UX process where insights are drawn from data collecting during the earlier Research stage. Capturing, organising and making inferences from The What can help UX designers begin to understand The Why.
    • Design stage. The stage in a user-centred design process where ideas for potential solutions are captured and refined visually, based on the analysis and research performed in earlier stages.
    • Production stage. The stage at which the high-fidelity design is fleshed out, content and digital assets are created, and a high-fidelity version of the product is validated with stakeholders and end-users through user testing sessions. The role of the UX Designer shifts from creating and validating ideas to collaborating with developers to guide and champion the vision.
  2. Why-What-How logic.

Instruments

  1. Sprint retrospective. A meeting held following the completion of a sprint to discuss whether the sprint was successful and to identify improvements to be incorporated into the next sprint.
    • Sprint retrospective. A session where the Team and Scrum Master reflect on the process and make commitments to improve.

Results

  1. Project management plan.

Practices

This lecture concludes the Quadrivium. Since the next, third module of the Course is Operations Quadrivium; thus, the successor lecture is Business Inquiry Quarter.

Materials

Recorded audio

Recorded video

Live sessions

Texts and graphics

See also