New Media Management - Project plan

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Project Plan submitted as part as the coursework for the module New Media Management (MA Digital Media)
May 2010

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New Media Management - Project plan

  1. 1. Project Plan by Maria Gomez Student Id: 10003413 CMP001N New Media Management MA Digital Media London Metropolitan University May 2010
  2. 2. Maria Gomez | 1ContentsAnalysis of the key features of the project, of the clients needs and of the target audience...............2Gantt chart, time-line and task allocation. Definition of the main production phases and productionlife-cycle............................................................................................................................................... 2Outline of team members .................................................................................................................... 2Analysis of software and hardware requirements required for this project..........................................3Team management strategies and internal communication systems and strategies. ...........................3Client management strategies. .............................................................................................................5Asset management strategies, digital rights management, copyright issues associated with theproject................................................................................................................................................... 6Risk Assessment................................................................................................................................... 7Quality procedures, testing and provisions for de-briefing of production...........................................7Appendix A...........................................................................................................................................9Appendix B.........................................................................................................................................10Appendix C.........................................................................................................................................12Appendix D........................................................................................................................................ 15Bibliography....................................................................................................................................... 16
  3. 3. Maria Gomez | 2Analysis of the key features of the project, of the clients needsand of the target audience.SaveWithUs, an important provider of financial services, has commissioned SuperNewMedia tomodernise their website by using cutting edge technology and design in order to attract a new targetmarket: young professional.The aim of the project is to show their pension plans and other investment products in a clearer anduser friendlier way. Being in a country where pensions are not compulsory for companies and themajority of the young generation does not seem interested in investment or finances, SaveWithUshas spot a gap in the market which they want to cover with our help.As a new media company, we have the knowledge and expertise to target the unrepresented group(about the treatment this kind of audience expects from an online service). We can offer toSaveWithUs the different point of view needed to implement this idea.One of the most important things about developing this project is that SuperNewMedia has theopportunity to participate in the whole redesign process, not just implementing it. This will give usan exceptional opportunity to enter in a market unknown for us (financial) hand by hand with one ofthe most prestigious companies of the country. The amount of marketing work and potential clientsafter a successful end of this project is considerable big.One of the requirements of the client is the incorporation of one of the most prestigious illustrator.This, instead of being a disadvantage, is a really good opportunity to expand our contact network.As a complement of the website, the client has asked for an iphone app. As we all know, iphone isthe most used smart phone at the moment, which only increase the revenue we can have if wesuccess.Gantt chart, time-line and task allocation. Definition of the mainproduction phases and production life-cycle.Please see Apendix A.Outline of team members“Once we have a feel of the scope of the project and the expectation of the client, we are able toidentify the staff needed” (England 2002: 217). Being a multimedia project implies that we need acreative and experience team to take it to a successful completion. For a complete list of skill and
  4. 4. Maria Gomez | 3profiles required for it, please see Appendix B.In order to select a successful core team for the problem we will use different recruitment channel.All the members that are needed for the pre-production phase (Production Assistance, CreativeDirector and Technical Director) will be selected with the help of a recruitment agency. This willguaranty a rapid process. Reed is an agency leading in the market with branch all over the worldand with enough prestige to give us the result we expect.For the rest of the core team (designers, developers and content specialist) we will use a differentapproach: posting adverts in a number of media channels, such as The Guardian and New MediaAge as well as in our website. This is a slower method that using a recruitment agency, but as we donot need them for the first part of the project, we can afford to spend some time doing the selectioninternally and ensuring the candidates have the skills needed.Finally, there are a few other positions or parts of the project that are not included in what we calledthe core team. Those are the video recording and the development of the iphone apps. They can betreated as standalone parts as they do not depend of any of the other parts of the project. We willoutsource the interviews recording to Shoot You, which has the level of expertise and experience todeliver good quality videos. And for the iphone app, we will contract a freelance talent. The bestway of doing this is by using our contact and professional networking sites as LinkedIn.Analysis of software and hardware requirements required forthis projectPlease see Appendix C.Team management strategies and internal communicationsystems and strategies.In this new media project developed by a high creative team, I, as the Project Manager, need tomake sure that I support the members and their creativity while I lead the project towards itssuccessful end, which is on time, on budget and meeting the established requirements (England2002: 39).Managing a creative team, whose members came from different disciplines and where the nature oftheir contribution differ quite a lot is not an easy task. I need to realise that, even thought I want the
  5. 5. Maria Gomez | 4team to feel some kind of freedom and independence in their work and to take their opinion intoaccount when making decision, I cannot approach a pure and extreme collaborative managing stylewith them. “Creativity is messy, complex and painful” and cannot function without establishingsome limits and constrains (Bilton 2007: 66-90). For those reason I have decided to define mymanagement style for this project half way between a consultative and a collaborative one, which is,presenting the problems or issues to the group, getting suggestions and then making the decisions(Tannenbaum 1973: 164-168). In the pre-production phase this discussions group will be form byme, the PA and both the directors (creative and technical). However, once the production phase istaking place, I am intended to extend this group, where possible, to all members of the team. Thiswill be especially useful to extend the possible risks listed later in this document (chapter 8), as theycan give alternative perspectives (Teale, 2001: 16-21).I cannot forget that one of the members is based in Japan. This, apart from the communication issuethat I will discuss in a moment, could affect somehow the well being of the team, by trying toimpose a way of thinking and work based on his culture, which obviously it does not mean to be abad one, but it might not be the appropriate for the project. However, as I said before, having adifferent opinion is good to have a wider understanding of any situation, so I reckon the project andteam can only benefit for his presence.In term of the communication strategy to implement I have designed a plan that has proved to bevery successful in previous projects. These are its main characteristics: • Day by day communication. To be done by email (provided by SuperNewMedia). This way all matters will reach all the team members, including the illustrator in Japan. Emails will have a specific policy on top of the general company one. This policy includes among others: using the subject line to indicate key information and setting the response time to a maximum of two working days (Essex 1999: 42). • Meeting strategy. Leaving aside specific meeting regarding pre-production or other phases of the project development, I want to set a series of meetings in order to improve the team relationship and that will help to implement my management strategy explained previously. Those meetings are: o One off meeting at the beginning of the production phase with all the team members, as an introductory one. o Monthly meetings with all team members to discuss the progress of the project and
  6. 6. Maria Gomez | 5 any general issue. o Fortnightly one to one catch up meeting with each team member and myself to discuss their personal progress and any specific issue. o Weekly production meeting with the directors, production assistant and myself to set the schedule of work for the week ahead. Production assistant will be responsible for pass this information to each team member. For the meetings that require the presence of the illustrator we will use the online conference tool TokBox. To reduce the impact of time zone differences those meetings will take place in the morning for the European team members and in the afternoon for the illustrator in Japan. Otherwise, meetings will be held in SuperNewMedia offices in London at a time to be confirmed individually. • Collaboration tools. The development of the project itself will be managed by using Apache Subversion, a revision control system, which allows us to maintain current and historical version of files such as source code and documentation. The repository will be located in one of SuperNewMedia servers and all team members will have access to it by using a SVN client (specified in chapter 4). As a complement of this, team members will have access to a special area of the SuperNewMedia’s intranet where they can discuss any issue related to the project.Client management strategies.In this particular project the team will not count with an Account Manager to deal with the client, soI as a Project Manager will play that role, too. One of the first things to do once we have studiedand understood the brief is to request a contact person on the client’s side who will be the one I willcommunicate with. After that I will have a meeting with this contact and we will define the contentof the application. It is really important that we have an agreement of every part of the project andeverything that is on and out of the scope, as well as materials (ie. digital assets) needed from themand the technology to use. This has to be signed off by both me and the client’s contact. Not doingso might carry one of the highest risks a project can have, because it gives the client the freedom to,for instance, change the specifications of the project at any given point (England 2002: 123, 132-150).In terms of general communication with the client, I will prepare weekly status reports to be sent to
  7. 7. Maria Gomez | 6them as well as having weekly conference calls to discuss them. Also I will hold monthly meetingsto discuss general issues and give them a more accurate view of the process.To give the client a more tangible sense of the progress, we will give them access to our stagingsever (or testing environment) with the application on it, which we will keep updating with stableversions. This facility has a risk, which is that the client might want to make changes that are out ofthe scope or even small modifications. This, as I said before will have a huge impact in the progressof the project, so I will make sure that the client “understand the possible consequences of changesand accept a procedure to implementing them” (England 2002: 121), by having a sign-offagreement that establish the way of handling change requests.Once the project has reach a successful ending, I will held a debrief meeting with the client in orderto comment and discuss some important points for us and for them, like the aspect of therelationship that went well and those that didn’t and why, and conclude with a series ofimprovements that can be implemented in order to doing better in the future (Project debriefing2006). By doing this debriefing process we will create a stronger bond with the client and gain theirtrust, which will help us to being commissioned again by them and even to get a maintenanceagreement for the application.As part of our marketing plan, I will try to get the permission to include SaveWithUs as one of ourcase study and to enter in competitions and awards as prestigious as New Media Age EffectivenessAwards. This will have a huge impact in our position in the financial market and will help us to gainmore clients and projects in this field.Asset management strategies, digital rights management,copyright issues associated with the project.As any multimedia project, this needs to use a reasonable big amount of media assets for itsproduction. For this reason I would like to use Razuna as digital asset management (DAM) tool.This tool will help us to store and index the assets and make them easy to search and to use, as wellas providing a full version control of the assets (Jacobsen 2005: 3). The Production Assistant will beresponsible for the use of management of the DAM tool.This project is target to an UK audience, but as the resulting site and application will be publishedon the web, it potentially can be accessible from everywhere in the world (England 2002: 327-330).The cartoon character is designed by a foreign illustrator in another country where there might bedifferent laws about copyright and, because he is a freelance, unless we estipulate so in his contract,
  8. 8. Maria Gomez | 7his product (the cartoon character) will belong to him. Other parts of the project, like the interviewsand other digital assets came with similar copyright issues. I have brought these examples to showthe level of complexity in terms of copyright management that this project carries and because ofthat I strongly recommend to hire the services of a specialise company to deal with them.AegisDRM is UK based providing DRM solutions, having important clients along Europe.AegisDRM can help us by giving us professional support and by providing us with the necessarysoftware and DRM technologies to apply appropriate copyright to the assets we produce (Layton2006).To finalise with this chapter, I will make a comment about the legal issues to consider for themaking of the interviews. Even though we are outsourcing this part of the project, we need to beabsolutely sure that a complete and fair Access Agreement has been signed by all the peopleparticipating in the videos. We will provide this agreement to the recording agency and it mustcontain some aspects like not allow the contributors to see or hear the video before it is publishedand “retain the rights in our material” (BBC 2006).Risk Assessment.Please see Appendix D.Quality procedures, testing and provisions for de-briefing ofproduction.To ensure the maximum quality and best efficiency of the resulting products of this project (websiteand iphone app) I have defined a testing strategy to take place through the whole life cycle. Thisstrategy defines some levels of testing: • Concept testing: to be done by the Quality Assurance department in SuperNewMedia. QA will review all the design before they are sent to the client for approval, focusing in usability and user experience and pointing out any potential problem, so it can be resolve or re-think minimizing the risk (Sisson 1999). • Developmental testing: to be done by the developer/designer during the production, to ensure that the product meets the requirements. • Team testing: to be done by any other member of the team (usually myself, the Production
  9. 9. Maria Gomez | 8 Assistance, the Creative Director or the Technical Director), aiming to discover any bugs that highly affect the application. • Professional testing: to be done by the specialist Tester that I have hired. His/her function is to ensure the application or chunk of work is bug free and look & feel is the desired in a variety of browsers (England 2002 –Book 2: 192). • Usability testing: to be done by the independent company User Vision. This will help us to have an accurate feedback of what the public would think of the applications and to ensure it met the needs of the users.(England 2002: 247-259)During the release of the alpha and beta version, the QA department will inspect the site again butthis time in order to guarantee that each component has been developed to meet the technical anddesign requirements.To conclude with this document, I will explain the last aspect of this project plan: debrief. As aProject Manager I believe this stage is as important as any other because me and the team canidentify our mistakes and successes and learn from them. For these reasons I will hold a debriefingmeeting at the end of the production phase, which will include all team members in a more casualenvironment that will help the flow of the conversation. Questions that will try to be answer in thismeeting are among others: What went well and why? What didn’t and why? and What will we dodifferently and better next time? (Project debriefing 2006). I believe this kind of experience helps toreinforce the bond between the team members improving the relationship and their motivation.
  10. 10. Maria Gomez | 9Appendix A
  11. 11. Maria Gomez | 10Appendix BTeam Members Employment Job Title Background Skills Previous experience status Strong analytical skills. Very strong presentation Degree or skills. equivalent with Production User level knowledge OS X, 2 years experience in Permanent - Full preference in Assistance APPLE applications and multimedia projects essential time Media or Microsoft Project or similar Business studies Understanding of multimedia production issues. Award winning Coming from a senior level in a creative team (Creative A strong Innovator and Director, Art Director, Head of Degree or Conceptual thinker Design - or similar) Creative equivalent in a Team leadership, excellent Permanent - Full Strong experience working in Director creative communicator, time digital agencies and with discipline understanding of financial projects in finances markets and design trends Portfolio of at least 3 major completed projects for high end brands. Minimum 6 years experience Experienced/Senior Web working in agency developer. environments Degree or Advanced object-oriented Substantial online advertising Technical equivalent in in programming. Permanent - Full and marketing experience Director computer science Experienced in mentoring & time (Website, viral, email, social or related field leading developers media etc.) Excellent communication Experienced in development skills project for smart phones desired Flash expert – up to version 2-4 years experience in Degree or 10 (equal parts Action Script interactive design. Flash equivalend in and Timeline animation) Experience in the production of Permanent - Full Developer graphic design or Have a strong multi-media complex and highly interactive time Animator any other creative background games, websites, virals, desktop discipline Extensive experience in apps, online advertising, etc. Phososhop and Ilustrator
  12. 12. Maria Gomez | 11Web Awareness of HTML, CSS Higher education Great online portfolioDesigner / and basic coding Freelance - Full in web design or 2 years experience in a similarUX Understanding of the User time equivalent positionSpecialist Experience process Awareness of HTML, CSS Higher educationWeb and basic coding 2 years experience in a similar Permanent - Full in web design orDesigner Understanding of the User position time equivalent Experience process Excelent object-oriented programming At least 3 years experience as a Higher education Familiarity with data back-end developer for onlineJava in computer Freelance - Full modelling and SQL projectsDeveloper science or time Knowledge of Objective-C Demonstrable iPhone equivalent and the Apple Cocoa Touch development experience frameworks Availability to plan for digital content creation from Proven experience in the briefing through to sign off Higher education creation and management ofContent and publication on web-site Permanent - Full qualification in content online.Specialist Excelent communication time content editing Background in financial skills and a high standard of services desired written English Copywriting skills essential. Able to fault-find and record Experience in product/QA Higher education software and system errors testing Freelance – PartTester in web design or Able to re-produce errors. Self-motivated and able to work Time equivalent High attention to detail as individual
  13. 13. Maria Gomez | 12Appendix CHardware and Software Specifications HARDWARE SOFTWARE Brand/Model : Apple MacBook Pro 15 Laptop/Desktop: Laptop Processor: 2.4GHz Intel Core i5 Hard disk: 320GB Serial ATA Drive @ 5400 rpm RAM: 4GB 1066MHz DDR3 SDRAM - 2x2GB Monitor: MacBook Pro 15-inch Glossy Widescreen Microsoft Office Project 2007 Project Display dotPDN paint.NET 3.5.5 Manager DVD/CD ROM drives: SuperDrive 8x (DVD±R Adobe Flash Player 10 DL/DVD±RW/CD-RW) Subversion Client: SCPlugin 0.8.2 Graphic card: NVIDIA GeForce GT 330M with 256 MB Wireless ready: Yes Additional Hardware: Apple iPod Touch 8GB Brand/Model : Apple MacBook Pro 15 Laptop/Desktop: Laptop Processor: 2.4GHz Intel Core i5 Hard disk: 320GB Serial ATA Drive @ 5400 rpm RAM: 4GB 1066MHz DDR3 SDRAM - 2x2GB Microsoft Office Project 2007 Monitor: MacBook Pro 15-inch Glossy Widescreen Production dotPDN paint.NET 3.5.5 Display Assistance Adobe Flash Player 10 DVD/CD ROM drives: SuperDrive 8x (DVD±R Subversion Client: SCPlugin 0.8.2 DL/DVD±RW/CD-RW) Graphic card: NVIDIA GeForce GT 330M with 256 MB Wireless ready: Yes Additional Hardware: Apple iPod Touch 8GB Brand/Model : Apple MacBook Pro 15 Laptop/Desktop: Laptop Processor: 2.53GHz Intel Core i5 Hard disk: 500GB Serial ATA Drive @ 5400 rpm RAM: 4GB 1066MHz DDR3 SDRAM - 2x2GB Microsoft Office Project 2007 Monitor: MacBook Pro 15-inch Glossy Widescreen Adobe Creative Suite 5 Web Technical Display Premium Director DVD/CD ROM drives: SuperDrive 8x (DVD±R Subversion Client: SCPlugin 0.8.2 DL/DVD±RW/CD-RW) Apple Xcode 3.2 Graphic card: NVIDIA GeForce GT 330M with 256 MB Wireless ready: Yes Additional Hardware: Apple iPod Touch 8GB
  14. 14. Maria Gomez | 13 Brand/Model : Apple MacBook Pro 15 Laptop/Desktop: Laptop Processor: 2.53GHz Intel Core i5 Hard disk: 500GB Serial ATA Drive @ 5400 rpm RAM: 8GB 1066MHz DDR3 SDRAM - 2x4GB Microsoft Office Project 2007 Monitor: MacBook Pro 15-inch Glossy Widescreen Adobe Creative Suite 5 DesignCreative Display PremiumDirector Additional Monitor: Apple LED Cinema Display (24" Subversion Client: SCPlugin 0.8.2 flat panel) Apple Xcode 3.2 DVD/CD ROM drives: SuperDrive 8x (DVD±R DL/DVD±RW/CD-RW) Graphic card: NVIDIA GeForce GT 330M with 256 MB Wireless ready: Yes Brand/Model : Apple iMac 27 Laptop/Desktop: Desktop Processor: 3.33GHz Intel Core 2 Duo Hard disk: 1TB Serial ATA Drive RAM: 8GB 1066MHz DDR3 SDRAM - 4x2GB Steelray Project Viewer 3.9.9.10Flash Monitor: Built-in 27-inch (viewable) LED-backlit glossy Adobe Creative Suite 5 DesignDeveloper widescreen TFT active-matrix liquid crystal display with Premium/ Animator IPS technology Subversion Client: SCPlugin 0.8.2 DVD/CD ROM drives: Slot-loading 8x SuperDrive (DVD±R DL/DVD±RW/CD-RW) Graphic card: ATI Radeon HD 4850 512MB Wireless ready: Yes Brand/Model : Apple iMac 21.5 Laptop/Desktop: Desktop Processor: 3.06GHz Intel Core 2 Duo Hard disk: 500GB Serial ATA Drive RAM: 4GB 1066MHz DDR3 SDRAM - 2x2GB Steelray Project Viewer 3.9.9.10Web Monitor: Built-in 21.5-inch (viewable) LED-backlit Adobe Creative Suite 5 WebDesigners glossy widescreen TFT active-matrix liquid crystal Premium display with IPS technology Subversion Client: SCPlugin 0.8.2 DVD/CD ROM drives: Slot-loading 8x SuperDrive (DVD±R DL/DVD±RW/CD-RW) Graphic card: NVIDIA GeForce 9400M Wireless ready: Yes Brand/Model : Apple MacBook Laptop/Desktop: Laptop Processor: 2.4GHz Intel Core 2 Duo Hard disk: 250GB Serial ATA Drive @ 5400 rpm RAM: 2GB 1066MHz DDR3 SDRAM - 2x1GB Monitor: 13.3-inch (diagonal) LED-backlit glossy Steelray Project Viewer 3.9.9.10Content widescreen display dotPDN paint.NET 3.5.5Specialist DVD/CD ROM drives: SuperDrive 8x DVD+/-R Subversion Client: SCPlugin 0.8.2 DL/DVD+/-RW/CD-RW Graphic card: NVIDIA GeForce 320M graphics processor with 256MB of DDR3 SDRAM shared with main memory Wireless ready: Yes
  15. 15. Maria Gomez | 14 Brand/Model : Apple iMac 21.5 Laptop/Desktop: Desktop Processor: 3.06GHz Intel Core 2 Duo Hard disk: 500GB Serial ATA Drive RAM: 8GB 1066MHz DDR3 SDRAM - 4x2GB Monitor: Built-in 21.5-inch (viewable) LED-backlit Steelray Project Viewer 3.9.9.10 glossy widescreen TFT active-matrix liquid crystalJava dotPDN paint.NET 3.5.5 display with IPS technologyDeveloper Subversion Client: SCPlugin 0.8.2 DVD/CD ROM drives: Slot-loading 8x SuperDrive Apple Xcode 3.2 (DVD±R DL/DVD±RW/CD-RW) Graphic card: NVIDIA GeForce 9400M Wireless ready: Yes Additional Hardware: Apple iPod Touch 8GB Brand/Model : Apple Mac mini Laptop/Desktop: Desktop Processor: 2.26GHz Intel Core 2 Duo Hard disk: 160GB Serial ATA Drive RAM: 2GB 1066MHz DDR3 SDRAM - 2x1GB Monitor: Apple LED Cinema Display (24" flat panel) DVD/CD ROM drives: SuperDrive 8x (DVD±R Steelray Project Viewer 3.9.9.10Tester DL/DVD±RW/CD-RW) dotPDN paint.NET 3.5.5 Graphic card: NVIDIA GeForce 9400M graphics processor with 256MB of DDR3 SDRAM shared with main memory Wireless ready: Yes Additional Hardware: Apple iPod Touch 8GB
  16. 16. Maria Gomez | 15Appendix DRisk Assessment Risk Consequences Strategy Risk Level Agreed in a project development plan, indicating all items that are in the scope. Making sure the client understand from the Time-Quality-Price balance Changes to the scope beginning of the project that changing the High broken the scope may result in a lower level of quality or not completing the project the project on schedule Tem building strategy to be implemented from the beginning of the production Team members miss deadlines or Potentiating out of work activities with Lose of creativity their work is not up to the team members. High standards Ensuring the work environment has all the features that can improve creativity. Celebration of reached milestones. Present the client with a set of wireframes Client thinks the final product is and flow-chart to sign off Visual Mismach High not what they wanted Agree on the look and feel at the beginning based on the demo Technical Problems (virus, broken Lose of information Implementation of a backup strategy, with High computers, deletion of Deadline can be compromised Adapt as a service provider files...) Chosen agency must be a well know one with experience dealing with celebrities Missing deadlines and common people Final product not up to the Problems with the requirements Medium recording agency Trying to minimize the impact of having to Problems dealing with celebrities end the contract with the agency by having and common people a proposal for an alternative one (Jacaranda). PM to follow their work by weekly reports Missing deadlines and meetings Problem with freelance Difficulties integrating the Medium talents frelances code with the rest of Use of recruitment agency to provide new the project talents in case they are needed
  17. 17. Maria Gomez | 16BibliographyBBC’s code of Practice. Access Agreements and Indemnity Forms. [online] Available from:http://www.bbc.co.uk/guidelines/editorialguidelines/advice/Bilton, Chris. (2007). Management and Creativity: from creative industries to creative management.Blackwell.England, E. & Finney, A. (2002) Managing Multimedia: Project Management for Web andConvergent Media. 3rd edn. Book One – People and Processes. Harlow: Addison-Wesley.England, E. & Finney, A. (2002) Managing Multimedia: Project Management for Web andConvergent Media. 3rd edn. Book Two – Technical Issues. Harlow: Addison-Wesley.Essex, L. and Kusy, M., (1999). Fast Forward Leadership. Pearson Education Ltd.Jacobsen, J., Schlenker, T. & Edwards, L. (2005) Implementing a Digital Asset ManagementSystem: For Animation, Computer Games, and Web Development. Oxford: FocalPres.Layton, J., (2006) How Digital Rights Management Works. HowStuffWorks.com. [online] Availablefrom: http://computer.howstuffworks.com/drm.htm. (accessed: 22/05/10).Tannenbaum, R. and Schmidt, W., (1973). How to Choose a Leadership Pattern. Harvard BusinessReview, May-June 1973. Pp162-180. [online] Available from: http://hbr.org/1973/05/how-to-choose-a-leadership-pattern/ar/1 (accessed 11/04/2010). Also from:http://www.scribd.com/doc/6893779/How-to-Choose-a-Leadership-Pattern-Tannenbaum-and-Schmidt (accessed 22/05/2010).Teale, D., (2001) Successful project risk assessment in a week. Institute of Management (London)Sisson, D., (1999) Web Site Quality Assurance. [online]. Available from: http://philosophe.com/qa/

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