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Lecture 1 Introduction, Fundamentals, Classic Mistakes 1
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“Information Technology Project Management”, Kathy Schwalbe
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Assignments (25%) Discussions allowed but no plagiarism. Mid-Term Exam (30%) Final Exam (40%) Attendance (5%)
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Jobs: where are they? Professional Organizations Project Management Institute (PMI) (pmi.org) Software Engineering Institute (SEI) IEEE Software Engineering Group Certifications PMI PMP The “PMBOK” – PMI Body of Knowledge Tools MS Project 4
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Leadership Communications Problem Solving Negotiating Influencing the Organization Mentoring Process and technical expertise 5
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Birth of modern PM: Manhattan Project (the bomb) 1970’s: military, defense, construction industry were using PM techniques 1990’s: large shift to PM-based models 1985: TQM 1990-93: Re-engineering, self-directed teams 1996-99: Risk mgmt, project offices 2000: M&A, global projects 7
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What’s a project? PMI definition A project is a temporary endeavor undertaken to create a unique product or service A project manager Analogy: conductor, coach, captain 8
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What’s a ‘program’? Mostly differences of scale Often a number of related projects Longer than projects Definitions vary Ex: Program Manager for MS Word 9
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As a PM, who do you interact with? Project Stakeholders Project sponsor Executives Team Customers Contractors Functional managers 10
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Low-end Basic features, tasks management, charting MS Excel, Milestones Simplicity Mid-market Handle larger projects, multiple projects, analysis tools MS Project (approx. 50% of market) High-end Very large projects, specialized needs, enterprise AMS Realtime Primavera Project Manager 11
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Project integration management Scope Time Cost Quality Human resource Communications Risk Procurement 14
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Faster delivery Reduced risk Increased visibility to customer Don’t forsake quality 15
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Classic Mistake Avoidance Development Fundamentals Risk Management Schedule-Oriented Practices 16
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People Process Product Technology 17
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Fast, cheap, good. Choose two. 18
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19 Know which of these are fixed & variable for every project
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“It’s always a people problem” Gerald Weinberg, “The Secrets of Consulting” Developer productivity: 10-to-1 range - Improvements: - Team selection - Team organization Motivation 20
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Other success factors Matching people to tasks Career development Balance: individual and team Clear communication 21
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2 Types: Management & Technical Development fundamentals Quality assurance Risk management Lifecycle planning 22
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Customer orientation Process maturity improvement Rework avoidance 23
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The “tangible” dimension Product size management Product characteristics and requirements Feature creep management 24
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Often the least important dimension Language and tool selection Value and cost of reuse 25
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Determine requirements Determine resources Select lifecycle model Determine product features strategy 26
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Cost, effort, schedule Planned vs. Actual How to handle when things go off plan? 27
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To date and projected Cost Schedule Effort Product features Alternatives Earned value analysis Defect rates Productivity Complexity 28
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Requirements Analysis Design Construction Quality Assurance Deployment 29
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All projects are divided into phases All phases together are known as the Project Life Cycle Each phase is marked by completion of Deliverables Identify the primary software project phases 30
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Types People-Related Process-Related Product-Related Technology-Related 35
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Undermined motivation Weak personnel Weak vs. Junior Uncontrolled problem employees Adding people to a late project 36
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Noisy, crowded offices Customer-Developer friction Unrealistic expectations Politics over substance Wishful thinking 37
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Lack of effective project sponsorship Lack of stakeholder buy-in Lack of user input 38
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Optimistic schedules Insufficient risk management Contractor failure Insufficient planning Abandonment of plan under pressure 39
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Wasted time during fuzzy front end Shortchanged upstream activities Inadequate design Shortchanged quality assurance 40
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Insufficient management controls Frequent convergence Omitting necessary tasks from estimates Planning to catch-up later Code-like-hell programming 41
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Feature creep Push-me, pull-me negotiation Research-oriented development 42
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