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IFSM 301 – Week 4 Citations
(NIST, 2009)
(The six phases of project management, n.d.)
(Waterfall versus Agile Project Management, n.d.)
(Gottesdiener, 2008)
(Value Attainment)
(Potts, 2008)
(Potts, Why You Shouldn't Have an IT Budget, 2008)
(UMUC Faculty)
Bibliography
Gottesdiener, E. (2008, March). Good Practices for Developing
User Requirements. The Journal
of Defense Software Engineering, 13-17. Retrieved January 25,
2021, from
https://learn.umgc.edu/d2l/le/content/541520/viewContent/2054
3074/View
NIST. (2009, April). The System Development Life Cycle.
Retrieved January 25, 2021, from
NIST:
https://learn.umgc.edu/d2l/le/content/541520/viewContent/2054
3036/View
Potts, C. (2008, November 15). It's Time to Change Your
Investment Culture. CIO, 24-26.
Retrieved January 25, 2021, from
https://learn.umgc.edu/d2l/le/content/541520/viewContent/2054
3105/View
Potts, C. (2008, May 15). Why You Shouldn't Have an IT
Budget. CIO, 74-76. Retrieved
January 25, 2021, from
https://learn.umgc.edu/d2l/le/content/541520/viewContent/2054
3106/View
The six phases of project management. (n.d.). Retrieved January
25, 2021, from University of
Maryland Global Campus:
https://learn.umgc.edu/d2l/le/content/541520/viewContent/2054
3072/View
UMUC Faculty. (n.d.). Performance Measures. Retrieved
January 25, 2021, from University of
Maryland Global Campus:
https://learn.umgc.edu/d2l/le/content/541520/viewContent/2054
3077/View
Value Attainment. (n.d.). Retrieved January 25, 2021, from
University of Maryland Global
Campus:
https://learn.umgc.edu/d2l/le/content/541520/viewContent/2054
3075/View
Waterfall versus Agile Project Management. (n.d.). Retrieved
January 25, 2021, from University
of Maryland Global Campus:
https://learn.umgc.edu/d2l/le/content/541520/viewContent/2054
3073/View
The System Development Life Cycle
For a brief overview of the System Development Life Cycle, the
following sections have been directly
quoted from the National Institute of Standards and Technology
(NIST) publication, The System
Development Life Cycle (SDLC). The entire NIST publication
is available at:
http://csrc.nist.gov/publications/nistbul/april2009_system-
development-life-cycle.pdf
"The system development life cycle is the overall process of
developing, implementing, and retiring
information systems through a multistep process from initiation,
analysis, design, implementation, and
maintenance to disposal. There are many different SDLC models
and methodologies, but each generally
consists of a series of defined steps or phases.
The System Development Life Cycle
Initiation Phase. During the initiation phase, the organization
establishes the need for a system and
documents its purpose.
Development/Acquisition Phase. During this phase, the system
is designed, purchased, programmed,
developed, or otherwise constructed. should be identified as
well.
Implementation Phase. In the implementation phase, the
organization configures and enables system
features, tests the functionality of these features, installs or
implements the system, and obtains a
formal authorization to operate the system. Design reviews and
system tests should be performed
before placing the system into operation to ensure that it meets
all required security specifications. In
http://csrc.nist.gov/publications/nistbul/april2009_system-
development-life-cycle.pdf
addition, if new controls are added to the application or the
support system, additional acceptance tests
of those new controls must be performed. This approach ensures
that new controls meet security
specifications and do not conflict with or invalidate existing
controls. The results of the design reviews
and system tests should be fully documented, updated as new
reviews or tests are performed, and
maintained in the organization’s official records.
Operations/Maintenance Phase. In this phase, systems and
products are in place and operating,
enhancements and/or modifications to the system are developed
and tested, and hardware and
software components are added or replaced. The organization
should continuously monitor
performance of the system to ensure that it is consistent with
pre-established user and system
requirements, and that needed system modificatio ns are
incorporated.
Configuration management (CM) and control activities should
be conducted to document any proposed
or actual changes to the system. Information systems are in a
constant state of evolution with upgrades
to hardware, software, firmware, and possible modifications in
the surrounding environment.
Documenting information system changes and assessing the
potential impact of these changes on the
system are essential activities to assure continuous monitoring,
and prevent problems.
Disposal Phase. In this phase, plans are developed for
discarding system information, hardware, and
software and making the transition to a new system. The
information, hardware, and software may be
moved to another system, archived, discarded, or destroyed. If
performed improperly, the disposal
phase can result in the unauthorized disclosure of sensitive data.
When archiving information,
organizations should consider the need for and the methods for
future retrieval.
Usually, there is no definitive end to a system. Systems
normally evolve or transition to the next
generation because of changing requirements or improvements
in technology.
The disposal activities ensure the orderly termination of the
system and preserve the vital information
about the system so that some or all of the information may be
reactivated in the future, if necessary.
Particular emphasis is given to proper preservation of the data
processed by the system so that the data
is effectively migrated to another system or archived in
accordance with applicable records
management regulations and policies for potential future
access."
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1. The six phases of project management
This chapter provides a sketch of the traditional method of
project management. The model that is discussed here forms the
basis for all methods of project management. Later chapters go
into more depth regarding a model that is particularly
appropriate for IT-related projects.
Dividing a project into phases makes it possible to lead it in the
best possible direction. Through this organisation into
phases, the total work load of a project is divided into smaller
components, thus making it easier to monitor. The following
paragraphs describe a phasing model that has been useful in
practice. It includes six phases:
1. Initiation phase
2. Definition phase
3. Design phase
4. Development phase
5. Implementation phase
6. Follow-up phase
Figure 1: Project management in six phases, with the central
theme of each phase
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1. The six phases of project management boek
Initiation phase
The initiation phase is the beginning of the project. In this
phase, the idea for the project is explored and elaborated. The
goal
of this phase is to examine the feasibility of the project. In
addition, decisions are made concerning who is to carry out the
project, which party (or parties) will be involved and whether
the project has an adequate base of support among those who
are involved.
In this phase, the current or prospective project leader writes a
proposal, which contains a description of the above-
mentioned matters. Examples of this type of project proposal
include business plans and grant applications. The prospective
sponsors of the project evaluate the proposal and, upon
approval, provide the necessary financing. The project officially
begins at the time of approval.
Questions to be answered in the initiation phase include the
following:
Why this project?
Is it feasible?
Who are possible partners in this project?
What should the results be?
What are the boundaries of this project (what is outside the
scope of the project)?
The ability to say no is an important quality in a project leader.
Projects tend to expand once people have become excited
about them. The underlying thought is, While were at it, we
might as well Projects to which people keep adding objectives
and projects that keep expanding are nearly certain to go off
schedule, and they are unlikely to achieve their original goals.
In the initiation phase, the project partners enter a (temporary)
relationship with each other. To prevent the development of
false expectations concerning the results of the project, it makes
sense to explicitly agree on the type of project that is being
started:
a research and development project;
a project that will deliver a prototype or ‘proof of concept’;
a project that will deliver a working product.
The choice for a particular type of project largely determines its
results. For example, a research and development project
delivers a report that examines the technological feasibility of
an application. A project in which a prototype is developed
delivers all of the functionalities of an application, but they
need not be suitable for use in a particular context (e.g. by
hundreds of users). A project that delivers a working product
must also consider matters of maintenance, instructions and
the operational management of the application.
Many misunderstandings and conflicts arise because the parties
that are involved in a project are not clear on these matters.
Customers may expect a working product, while the members of
the project team think they are developing a prototype. A
sponsor may think that the project will produce a working piece
of software, while the members of the project team must first
examine whether the idea itself is technically feasible.
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1. The six phases of project management
Definition phase
After the project plan (which was developed in the initiation
phase) has been approved, the project enters the second phase:
the definition phase. In this phase, the requirements that are
associated with a project result are specified as clearly as
possible. This involves identifying the expectations that all of
the involved parties have with regard to the project result. How
many files are to be archived? Should the metadata conform to
the Data Documentation Initiative format, or will the Dublin
Core (DC) format suffice? May files be deposited in their
original format, or will only those that conform to the Preferred
Standards be accepted? Must the depositor of a dataset ensure
that it has been processed adequately in the archive, or is this
the responsibility of the archivist? Which guarantees will be
made on the results of the project? The list of questions goes on
and on.
Figure 2: Expectations of a project (Illustration: Rachèl
Harmsen)
It is important to identify the requirements as early in the
process as possible. Wijnen (2004) distinguishes several
categories
of project requirements that can serve as a memory aid:
Preconditions
Functional requirements
Operational requirements
Design limitations
Preconditions form the context within which the project must be
conducted. Examples include legislation, working-condition
regulations and approval requirements. These requirements
cannot be influenced from within the project. Functional
requirements are requirements that have to do with the quality
of the project result (e.g. how energy-efficient must an
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automobile be or how many rooms must a new building have?).
Operational requirements involve the use of the project
result. For example, after a software project has been realised,
the number of malfunctions that occur must be reduced by
ninety per cent. Finally, design limitations are requirements that
involve the actual realisation of the project. For example,
the project cannot involve the use of toxic materials or
international partners for whom it is unclear whether they use
child
labour.
During the definition phase of a project that involved
developing a web application for a consortium of large
organisations,
no agreements were made concerning the browser that would be
supported by the application. The consortium assumed that
it would be Microsoft Explorer, because it was the browser that
everyone used. The programmers created the application in
Firefox, because they worked with the browser themselves and
because it had a number of functions that were particularly
useful during the development. Because most of the websites
that are made for Firefox also look good in Explorer, the
difference was initially not noticeable. Near the end of the
project, however, the customer began to complain that the
website
didn’t look good. The programmers, who had been opening the
site in Firefox, did not understand the complaint.
When the problem of the two browsers became clear, the
programmers reacted defensively, Can’t they just install
Firefox?
After all, it is free. The organisations, however, were bound to
the bureaucratic-minded system administrators who, for some
possibly justified reason, refused to install Firefox in addition
to Explorer. Even if they had wanted to install it, it would have
involved a lengthy process, and there would have been extra
costs for the time that the system administrators would have to
spend on the task. It was ultimately decided that the application
would have to be made suitable for Explorer. That involved
considerable extra work, whereby the project ran even more
behind schedule than it already had, and it was necessary to
negotiate the extra costs. It was later discovered that the various
organisations were working with different versions of
Microsoft Explorer.
It is very important that all parties that are involved in the
project are able to collaborate during the definition phase,
particularly the end users who will be using the project result.
The fact that end users are often not the ones that order the
project perhaps explains why they are often ignored. The client,
who pays for the project, is indeed invited to collaborate on
the requirements during the definition phase. Nonetheless, the
project result benefits when its future users are also invited.
As a point of departure, it is helpful to make a habit of
organising meetings with all concerned parties during the
definition
phase of a project.
During the development of an educational video game, the users
(young people) were involved in the project only at a later
stage. When the game was nearly completed, a group of young
people was asked to test the game. Their initial assessments
appeared mild and friendly. When pressed, however, they
admitted that they had actually found the game extremely
boring
and that they would certainly not play it themselves. Had these
young people been involved in the project earlier, the game
would probably have been a success. As it stands, the game
remains nearly unused on an Internet website.
The result of the definition phase is a list of requirements from
the various parties who are involved in the project. Every
requirement obviously has a reverse side. The more elaborate
the project becomes, the more time and money it will cost. In
addition, some requirements may conflict with others. New copy
machines are supposed to have less environmental impact;
they must also meet requirements for fire safety. The fire-safety
regulations require the use of flame-retardant materials,
which are less environmentally friendly. As this illustration
shows, some requirements must be negotiated.
Ultimately, a list of definitive requirements is developed and
presented for the approval of the projects decision-makers.
Once the list has been approved, the design phase can begin. At
the close of the definition phase, most of the agreements
between the customer and the project team have been
established. The list of requirements specifies the guidelines
that the
project must adhere to. The project team is evaluated according
to this list. After the definition phase, therefore, the customer
can add no new requirements.
A part of a new exhibit in a museum was comprised of a
computer installation, the creation of which had been project-
based.
Because there had been no definition phase in the project, no
clear agreements between the museum and those responsible
for building the installation had been made. When the computer
for the installation broke down halfway through the exhibit,
the museum assumed that it would be covered by the projects
guarantee. The project team had a different opinion.
Negotiations between the directors were necessary in order to
arrive at an appropriate solution.
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Design phase
The list of requirements that is developed in the definition
phase can be used to make design choices. In the design phase,
one or more designs are developed, with which the project
result can apparently be achieved. Depending on the subject of
the
project, the products of the design phase can include dioramas,
sketches, flow charts, site trees, HTML screen designs,
prototypes, photo impressions and UML schemas. The project
supervisors use these designs to choose the definitive design
that will be produced in the project. This is followed by the
development phase. As in the definition phase, once the design
has been chosen, it cannot be changed in a later stage of the
project.
Figure 3: Example: Global design for the DANS Architecture
Archive
In a young, very informal company, the design department was
run by an artist. The term design department was not
accurate in this case; it was more a group of designers who were
working together. In addition, everyone was much too busy,
including the head of the department.
One project involved producing a number of designs, which
were quite important to the success of the project. A young
designer on the project team created the designs. Although the
head of the design department had ultimate responsibility for
the designs, he never attended the meetings of the project team
when the designs were to be discussed. The project leader
always invited him, and sent him e-mails containing his young
colleagues sketches, but the e-mails remained unanswered.
The project leader and the young designer erroneously assumed
that the department head had approved the designs. The
implementation phase began. When the project was nearly
finished, the result was presented to the department head, who
became furious and demanded that it be completely redone. The
budget, however, was almost exhausted.
1. The six phases of project management
Development phase
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During the development phase, everything that will be needed to
implement the project is arranged. Potential suppliers or
subcontractors are brought in, a schedule is made, materials and
tools are ordered, instructions are given to the personnel
and so forth. The development phase is complete when
implementation is ready to start. All matters must be clear for
the
parties that will carry out the implementation.
In some projects, particularly smaller ones, a formal
development phase is probably not necessary. The important
point is
that it must be clear what must be done in the implementati on
phase, by whom and when.
1. The six phases of project management
Implementation phase
The project takes shape during the implementation phase. This
phase involves the construction of the actual project result.
Programmers are occupied with encoding, designers are
involved in developing graphic material, contractors are
building,
the actual reorganisation takes place. It is during this phase that
the project becomes visible to outsiders, to whom it may
appear that the project has just begun. The implementation
phase is the doing phase, and it is important to maintain the
momentum.
In one project, it had escaped the project teams attention that
one of the most important team members was expecting to
become a father at any moment and would thereafter be
completely unavailable for about a month. When the time came,
an
external specialist was brought in to take over his work, in
order to keep the team from grinding to a halt. Although the
team
was able to proceed, the external expertise put a considerable
dent in the budget.
At the end of the implementation phase, the result is evaluated
according to the list of requirements that was created in the
definition phase. It is also evaluated according to the designs.
For example, tests may be conducted to determine whether the
web application does indeed support Explorer 5 and Firefox 1.0
and higher. It may be determined whether the trim on the
building has been made according to the agreement, or whether
the materials that were used were indeed those that had
been specified in the definition phase. This phase is complete
when all of the requirements have been met and when the
result corresponds to the design.
Those who are involved in a project should keep in mind that it
is hardly ever possible to achieve a project result that
precisely meets all of the requirements that were originally
specified in the definition phase. Unexpected events or
advancing
insight sometimes require a project team to deviate from the
original list of requirements or other design documents during
the implementation of the project. This is a potential source of
conflict, particularly if an external customer has ordered the
project result. In such cases, the customer can appeal to the
agreements that were made during the definition phase.
As a rule, the requirements cannot be changed after the end of
the definition phase. This also applies to designs: the design
may not be changed after the design phase has been completed.
Should this nonetheless be necessary (which does sometimes
occur), the project leader should ensure that the changes are
discussed with those involved (particularly the decision-makers
or customers) as soon as possible. It is also important that the
changes that have been chosen are well documented, in order
to prevent later misunderstandings. More information about the
documentation of the project follows later in this handbook.
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Follow up phase
Although it is extremely important, the follow-up phase is often
neglected. During this phase, everything is arranged that is
necessary to bring the project to a successful completion.
Examples of activities in the follow-up phase include writing
handbooks, providing instruction and training for users, setting
up a help desk, maintaining the result, evaluating the project
itself, writing the project report, holding a party to celebrate the
result that has been achieved, transferring to the directors
and dismantling the project team.
The central question in the follow-up phase concerns when and
where the project ends. Project leaders often joke among
themselves that the first ninety per cent of a project proceeds
quickly and that the final ten per cent can take years. The
boundaries of the project should be considered in the beginning
of a project, so that the project can be closed in the follow -up
phase, once it has reached these boundaries.
It is sometimes unclear for those concerned whether the project
result is to be a prototype or a working product. This is
particularly common in innovative projects in which the
outcome is not certain. Customers may expect to receive a
product,
while the project team assumes that it is building a prototype.
Such situations are particularly likely to manifest themselves in
the follow-up phase. Consider the case of a software project to
test a very new concept.
There was some anxiety concerning whether any results would
be produced at all. The project eventually produced good
results. The team delivered a piece of software that worked
well, at least within the testing context. The customer, who did
not know much about IT, thought that he had received a
working product. After all, it had worked on his office
computer. The
software did indeed work, but when it was installed on the
computers of fifty employees, the prototype began to have
problems, and it was sometimes instable.
Although the programmers would have been able to repair the
software, they had no time, as they were already involved in
the next project. Furthermore, they had no interest in patching
up something that they considered a trial piece. Several
months later, when Microsoft released its Service Pack 2 for
Windows, the software completely stopped functioning. The
customer was angry that the product once again did not work.
Because the customer was important, the project leader tried
to persuade the programmers to make a few repairs. The
programmers were resistant, however, as repairing the bugs
would
cause too much disruption in their new project. Furthermore,
they perceived the software as a prototype. Making it suitable
for large-scale use would require changing the entire
architectural structure. They wondered if the stream of
complaints from
the customer would ever stop.
The motto, Think before you act is at the heart of the six-phase
model. Each phase has its own work package. Each work
package has its own aspects that should be the focus of
concentration. It is therefore unnecessary to continue discussing
what
is to be made during the implementation phase. If all has gone
well, this was already determined in the definition phase and
the design phase. For a more detailed description of the six-
phase model and the task packets for each phase, see Wijnen
(2004) and Kor (2002).
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Home Contact
5. Waterfall versus Agile projectmanagement
The six-phase model is a waterfall model. In other words, the
phases take place in succession. Just as it is impossible to swim
upstream against a waterfall, the pure waterfall method does not
allow returning to a phase after it has been completed.
During the implementation phase, it is not desirable to decide to
adapt the design, thereby bringing implementation to a
standstill. For a number of reasons (see e.g. McConnell, 1996;
Kroll, 2004; Chromatic, 2003; Stapleton, 2002), the waterfall
method is usually less suited to software-development projects.
Software development is a creative process.
It is nearly impossible to identify all of the requirements
(functionalities) beforehand.
Estimating the amount of time that will be necessary to
implement a functionality is quite difficult.
It should be possible for all intermediate results to be tested by
users throughout the entire trajectory of the project.
Cyclical methods of project management
Conditions for cyclical project management
Risks of cyclical project management
5. Waterval versus Agile (cyclisch) project management
Software development is a creative process
To outsiders, software development appears to have more to do
with engineering than it does with inventing. It does,
however, correspond to inventing in a number of ways. In the
process of invention, one never knows in advance precisely
what is going to happen.
The designers and programmers who write new software must
conceive of solutions for the problems that are set before
them. Regardless of the many methods and prescriptions for
work, writing programming code remains largely new and
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therefore largely uncertain. Programmers can choose their
solutions out of millions of possibilities that are written in
dozens
of programming languages, and which operate according to
thousands of hardware configurations and in dozens of software
platforms. Although this freedom does offer a number of
advantages, it also makes the project more difficult to manage
than
traditional projects (e.g. construction or building projects).
5. Waterval versus Agile (cyclisch) project management
It is nearly impossible to identify all of the requirements
(functionalities) beforehand
The waterfall method prescribes the formulation of
requirements as the project result of the definition phase.
Ideally, there
should be little further deviation from these requirements
throughout the rest of the project. The development of software
according to the waterfall method requires the investment of
considerable time in the beginning of the project in analysing
the necessary functionalities (requirements). This leads to a
functional design (for more details on functional designs, see
[i]). Using the functional design as a guide, the software
architect makes a technical design in the design phase. The
technical
design includes a description of how the desired functionalities
should be implemented.
Although this may appear quite straightforward, consider the
following situation (example adapted from McConnell, 1996, p.
138). There is a project to produce a new automobile. As an
active automobile driver, you are asked to formulate the
requirements for an automobile. You consult with other drivers
and create an extensive list:
The automobile must accommodate four people.
The automobile must have a steering wheel in the front on the
drivers left-hand side, a
brake pedal, a gas pedal and a hand brake.
The automobile must have four wheels.
The automobile must have white headlamps and red tail lamps.
et cetera (the actual list would obviously be enormous)
Using your list as a guide, the designers develop a new design,
which is subsequently built several months later. One day, as
you are walking down the street, you see an automobile
stopping. You realise that you neglected to include brake lamps
in
your list! You immediately telephone the engineer of the
automobile manufacturer, who nearly explodes in reaction to
your
call. You maintain that it is only a small change. For the
automobile manufacturers, however, it is a disaster. The
automobiles
that have already been made must be completely disassembled,
cables must be stretched from the brake pedals to the rear,
the rear of the automobile must be completely re-designed in
order to accommodate the brake lamps, the boot hatches that
had already been produced would have to be discarded and the
list goes on.
While the example above is somewhat absurd, it reflects an
almost daily reality in software development. Programmers
erroneously assume that the clients, customers or users of the
software that is to be developed know precisely what they want
Clients erroneously assume that the software builders can make
(and adapt) everything in the shortest possible time. This
problem is the greatest source of conflict between customers
and software builders.
The following anecdote illustrates the fact that there are many
conflicts between customers and software suppliers. A
beginning entrepreneur wanted to obtain legal insurance for his
business. He asked about the possibilities. When the broker
asked him to identify the sector in which his business was
active, the entrepreneur replied, ‘IT’. Too bad, replied the
broker,
‘there are so many lawsuits between IT suppliers and customers
that there are no insurance companies that will write legal -
insurance policies for IT companies’.
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5. Waterval versus Agile (cyclisch) project management
Estimating the amount of time that will be necessary to
implement a functionality is quite difficult
The waterfall method assumes a number of phases. In their
project plans, project leaders must include estimates of the
amount of time (and therefore money) that will be needed for
each phase. We have already seen that time estimates are
generally difficult for any project, particularly if they must be
made in the early stages of a project. For software projects, it is
simply impossible. Imagine that it were feasible to compile a
qualitatively adequate list of functionalities in the definition
phase. In theory, the project team should then be able to provide
a reasonable estimate of how much time will be necessary to
implement each functionality. In practice, however, there are
too many uncertainties to allow a reasonable estimate (e.g.
McConnell, 1996):
Once a functionality has been made, it is often discovered that
the customer does not need it after all. The hours that
were used in implementing this functionality can therefore be
regarded as useless.
Requirements change during the project.
Should the functionality be implemented expensively or
inexpensively? There are many possible methods of
implementation and realisation.
How will the functionality be designed technically? The design
largely determines the amount of time that will be
needed to make it.
How high must the quality of the functionality be? For example,
should a web application always remain completely
available, or can it be offline for a few hours each year?
The time needed to identify and repair errors in software can
vary from minutes to weeks.
How long will it take to install and integrate the new software
into the customers existing systems?
The lack of knowledge concerning possible solutions also
complicates the estimation of time. Further, it is difficult to
estimate how long it will take to acquire the necessary
knowledge.
The list above shows that many factors can affect the amount of
time that will ultimately prove necessary to implement a new
piece of software. Research (McConnell, 1996, p. 168) has
shown that the estimates of the time needed to implement a
functionality at the beginning of a project varies between four
times too little time and four times too much time. This means
that the amount of time necessary can turn out to be either four
times higher or four times lower than a faulty estimate.
These estimates become more accurate as the project
progresses. After the functional design has been made, the
margin is
reduced to twenty-five per cent too much or too little. Only
when the functionality is implemented can an estimate be
provided with a high level of certainty (see Figure 8).
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Figure 8: Accuracy of estimates of time necessary to implement
a functionality (Source: McConnell, 1996, p. 168).
Software is never completely free of errors. Even for the well -
known packages that are used by many (e.g. Word, Excel,
Explorer, OSX, PHP, Flash), there are lists of known bugs
available on the Internet. New releases regularly appear on the
market, in which software errors have been removed. Customers
sometimes expect error-free software. In practice, however,
such a goal would make it impossible to complete a piece of
software. Moreover, software errors are often not inherent in the
software itself.
An educational game was made in Flash. It was agreed that the
game would be delivered as a file and that the customer
would install it himself on his own server. During the project,
the customer requested that a high score feature be included in
the game to increase competition between players. This would
require a piece of script code in PHP. The game builder s made
and tested the script code on their own server, which worked in
Linux. It worked. The game and script code were delivered to
the customer. The customer, however, had a Windows server
and, for some reason, the script no longer worked well. The
high scores were not saved. The programmer eventually needed
a week to resolve the problem. As it turned out, the
combination of PHP and Windows does not always work well.
The script itself contained absolutely no errors! By using a
hack, he was able to get it to work, and everyone was satisfied
but who should pay for that extra week of work?
Another software-development project also involved
educational software. The problem was that the software worked
for the
programmers, but it did not work well for the customer. After
trying nearly everything, the programmer decided to pay a visit
to the customer. As it turned out, the customer was using an old
Pentium III system. The slowness of the computer caused
the poor performance of the software. The programmers had
also tested the software on a Pentium III, but it had worked
fine. Further investigation revealed that the customers computer
was so slow because it was full of viruses and spyware.
The uncertainty that is illustrated by the examples above does
not simplify the writing of project plans. It also complicates
agreements between the parties involved. Someone must assume
the risks for extra work that must be done. If payment is on
an hourly basis, the customer assumes the risk. If a fixed price
has been agreed (as in grant-funded projects), the software
builder assumes the risk. When more than two parties are
involved, it becomes even more complicated. In such a case,
who
should pay for the extra hours in the project?
Discussions often arise concerning who should be responsible
for delays. In many cases, the guilty party is difficult to
identify. It is quite possible that none of the parties involved is
at fault, as the delay is actually the result of a faulty initial
estimate of the number of hours that would be needed.
Exceeding the number of project hours and the question of who
should pay are frequent sources of conflict in the IT world.
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5. Waterval versus Agile (cyclisch) project management
It should be possible for all intermediate results to be tested by
users throughout the entire
trajectory of the project
It should be possible for all intermediate results to be tested by
users throughout the entire trajectory of the project
In the definition phase and the design phase, customers are
asked to formulate their requirements as well as possible. This
is
difficult for two reasons. First, customers have only a limited
conception of the possibilities or impossibilities of IT. They do
not have a good idea of what is or should be possible or what
they should or should not want. Second, customers often have
only limited knowledge of their own business processes. Many
IT projects involve the computerisation of a customers
existing business practices. Even though customers may have
worked with the processes for many years, they are often not
able to define their own business processes. They can work fine
in their own way, but cannot say exactly what that way is. The
precise definition of processes is a precondition for making
software that will drive computerisation. The complexity for
customers thus increases if they must describe existing
processes.
The list of requirements that is developed in the definition
phase is often incomplete. In the implementation phase,
programmers make software according to this incomplete list.
When users are confronted with the initial versions of the new
software, additional requirements are identified. It looks good,
but now can you make it so that I don’t have to keep entering
my password? Programmers often complain that customers do
not know what they want. Customers appeal to the fact that,
because software developers are professionals, they should have
determined earlier in the process what the customers
wanted.
In a software project that involved the automatic processing of
applications for a web-based service, an extensive functional
design was made. Long lists of requirements from the customer
were compiled. A number of screen designs and flow charts
were added, after which the programmers could get started.
Probably because the project was under extreme time pressure
or perhaps because the customers organisation was rather
chaotic, the designers had neglected to include one important
component: manual administration. The applications were
processed by the software. Because the processing of the
applications was to be automatic, the programmers thought that
no manual administration would be desired. This
requirement also did not appear in the functional design. When
the software was delivered for testing, the customer realised
that there were exceptions in some of the applications. These
applications could not be processed automatically, but would
have to be handled manually. The software, however, worked
only automatically.
In the waterfall method, the actual project result is tested at the
end of the implementation phase. This is late in the
development process. The time between the definition phase,
design phase and implementation phase sometimes amounts to
months or even more than a year. If design errors are discovered
in a late stage of the project, it can be expensive or
sometimes even impossible to adapt software without beginning
an entirely new project. Because we have seen that it is
practically impossible to specify all requirements beforehand, a
working method that allows the possibility of testing
(intermediate) results earlier is desirable.
Comparing a number of prospective software houses, a customer
asked the competing parties what was possible. One party
was somewhat reserved and doubted whether some of the
customers requests would be feasible. The other party had an
aggressive sales representative. When the customer asked the
sales representative if a particular request would be possible,
the sales representative telephoned his programmers. Can we
build a functionality that can do X? The programmer, who
thought primarily in technical terms, answered that, in
principal, anything was possible. Neither the programmer nor
the
sales representative worried about feasibility in terms of projec t
management (e.g. time, money, complexity, risk).
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The sales representatives enthusiasm was more effective than
the other parties reserved attitude had been. The customer
chose the aggressive sales representatives offer. The newly
acquired project subsequently came into the hands of a project
leader and a group of programmers. After a time, it became
apparent that the project did not fulfil the customers
expectations. This had partially to do with the fact that the
processes were much more complicated for the customer than
they had originally appeared. During a heated discussion
between the two parties, the customer referred to the fact that
the
sales representative had said that functionality X would not be a
problem.
5. Waterval versus Agile (cyclisch) project management
Conditions for cyclical project management
To apply cyclical project management, a number of conditions
must be met:
1. Users/customers are actively involved.
In cyclical project management, the formulation of
requirements, design, implementation and testing take place in
each
cycle. This means that many decisions must be taken in a cycle.
If the software is to provide a good reflection of the wishes of
the customer, the customer must participate actively in the
project team. Customers must present their wishes as clearly as
possible to the programmers and designers. This generally
involves weekly (or at least bi-weekly) presence in the project
team.
Within a project, customers are involved with determining the
desired functionalities and the planning of the cycles. They
collaborate on the acceptance tests, approve or reject
intermediate results and collaborate on the general direction of
the
project. The active involvement of the customer also leads to
better results in the waterfall method.
2. The team is authorised to take decisions.
Within a cycle, the project team must be authorised to do what
they think is best. If the project team does not have this
power, the cyclical model of project management will not work.
If constant authorisation from superiors is necessary during
a cycle, this can lead to stagnation. Moreover, outsiders are
often poorly informed about what is going on, because they do
not actively participate in the project team; this makes it
difficult for them to make sensible decisions.
3. Project result (software) can be broken down into smaller
parts.
With cyclical project management, parts of the project are
performed in a number of cycles. This is possible only if the
software that is to be created is divisible into a number of more
or less separate components.
4. The requirements that are imposed by management with
regard to the software are primarily global; management does
not impose direct, concrete or specific requirements. One of the
strengths of cyclical project management is that the
customer, designers, programmers and any testers work closely
together within the cycles. If there are already specific and
concrete requirements at the beginning of a project, this
impedes the freedom of the project team to use their better
judgment to make design choices. Many requirements on a
project are revealed during the process to be in need of
adaptation and should therefore not be (too) firmly established
in the beginning.
5. The activities are intelligible for the customer.
If considerable technical work that is difficult for the customer
to understand must take place within a cycle, a risk emerges
that the customer will not be in state to participate well in the
team. In such a situation, the customer has very little to
contribute to the necessary design choices.
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A similar risk arises when the progress is not visible to the
customer. For example, much of the work may involve coding,
with very little being done on the user interface. It is important
that customers have sufficient insight into the substance and
progress of a cycle in order to ensure that they are not pushed
into the background.
6. It should be possible to take a step backwards.
Even in cyclical project management, teams sometimes pursue
paths that later prove to have been wrong. In such a case, it
should be possible to take a step backwards. If a new module
that is created in a cycle proves inadequate, it must be possible
to resume working with the old module. This imposes demands,
particularly with regard to the archival and documentation
of the project materials. Concurrent Versioning System (CVS)
and Subversion are two helpful tools for these tasks
(see Appendix 3 for a list of tools).
7. In addition to programming, programmers should be able to
communicate with customers, and vice versa. Team members
must be in state to think conceptually. Discipline is necessary in
order to persevere with the work.
8. The organisation in which the project takes place must also
offer sufficient support for this method of working. Systems for
time reporting, archiving and scheduling are necessary to
support the projects. These registration systems ensure the
transparency that is necessary to ensure the adequate
distribution of resources across projects and time.
9. Projects should have sufficient priority, team members must
be released for projects. Requiring team members to work in
too many projects at the same time does not work. If an
organisation is insufficiently adjusted to working with projects,
the
flexibility of cyclical project management is likely to lead to
chaos. The waterfall method also benefits from an organisation
that is arranged for working with projects (see Wijnen, 2004, p.
111).
The director of a software house, who was more of a visionary
than he was a manager, had a brilliant idea nearly every
month, and he was continually starting new projects in his
company. Older projects were consequently never completely
finished, and the employees were sometimes working on as
many as five projects at once. The charismatic director had once
read a book on rapid application developme nt (RAD) and was
quite enthusiastic about it particularly about the aspect of
rapid. He posted the basic concepts of RAD over the copier and
subsequently assumed that everyone would start working
according to these concepts. After all, it was a wonderful
method.
5. Waterval versus Agile (cyclisch) project management
Cyclical methods of project management
Because of the issues that have been sketched above, a number
of other methods of project management have emerged in
recent years. These methods are particularly suited for IT-
development projects. Examples of these relatively new streams
within project management include DSDM, RUP, eXtreme
Programming (XP), RAD and agile project management
(McConnell, 1996; Kroll, 2004; Chromatic, 2003; Stapleton,
2002, [ii], [iii])
Although the above-mentioned methods of project management
differ according to a number of aspects, they are essentially
the same. Because the path toward the final goal of IT projects
has proved so uncertain, these methods assume that the goal
will be achieved in a number of short cycles. This is the
background for the term cyclical project management for these
methods.
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Figure 9: The activities in a cycle
In cyclical project management, the project goal is pursued in
several short, successive consecutive cycles. Each cycle is
relatively short, preferably lasting less than one month. Within
each cycle, a portion of the project is carried out. Analysis,
design, implementation and testing occur within each cycle.
This is fundamentally different from the waterfall method, in
which these activities all take place within their own separate
phases. In addition, the waterfall method prescribes only single
moments for definition, design, implementation and testing. In
the cyclical method, this occurs many times in sequence.
Various components of the software are implemented during the
cycles, which are therefore independent of each other.
Evaluation takes place after each cycle is completed. Should
advancing insight lead to new of different requirements for the
project, the activities of the subsequent cycles are adapted to
take them into account.
A cycle begins with the making or adjusting of the schedule.
Next, the requirements of the result of the cycle are examined.
A
design is made, programmed and tested. Evaluation
subsequently occurs and, in some methods, the new software is
brought
into use. Thereafter, the following cycle can begin, in order to
carry out the following component of the project. (For a more
extensive description of cyclical methods and the differences
between the methods, see e.g. Kroll, 2004; Chromatic, 2003;
Stapleton 2002.)
The most important advantages of working with the cyclical
method are as follows:
Higher product quality and improved implementation of
functionalities,
More realistic estimates of time and money,
Project team is under less pressure,
Higher quality.
The previous chapters have shown that it is difficult or
impossible to determine of the desired functionalities accurately
in the
early stages of a project. In cyclical methods, the desired
functionalities are implemented in several short cycles. In each
cycle, a small portion of the desired functionality is not only
investigated; it is designed, implemented and tested as well. The
short succession of design, implementation and testing makes a
particularly important contribution to quality improvement.
Teams are thereby in state to make adjustments. If a design does
not turn out to be good in practice, it becomes obvious
during the cycle, thereby allowing adjustment. This way of
working also allows customers to request adjustments.
Another reason that cyclical project management leads to better
quality is that a cycle involves intensive collaboration
between customer, designers and programmers. A multi-
disciplinary team jointly conceives of and implements solutions.
In
the waterfall method, the customer is involved primarily in the
beginning, in the formulation of the requirements; thereafter,
the designers make a design and then the programmers
programme the software. The project leader serves as the link
between all of the various parties and must ensure that
information that is exchanged is delivered to the right place. In
practice, many programmers and designers never see the
customer, who re-emerges in the process only after the software
has
been completed.
Cyclical methods of project management are particularly suited
to projects in which the goal that is to be achieved cannot be
clearly established beforehand, as in creative projects or
research projects. Working in a number of cycles with a multi -
disciplinary team in which the end-users are also represented
allows the team to discover the real goal of the project and how
it can best be achieved. Each cycle contains a point for
reflection and an opportunity for adjustment.
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In waterfall projects, a goal is formulated beforehand.
Reflection on the original goal is less of a possibility. The
originally
formulated goal is never (fully) achieved, and it is likely that
neither the originally formulated goal nor the goal that is
achieved is exactly what was originally desired.
Figure 10: Better results are achieved by working in cycles.
(Illustration: Rachèl Harmsen)
The last reason why cyclical project techniques generate better
results is that the customer performs acceptance tests. Quality
is further strengthened by using tests as criteria for well -
performing functionality from the very beginning. Programmers
must therefore define failing tests (or unit tests) before they
write their code. The code is considered acceptable only if it
passes the failing test.
Test-oriented work requires programmers to prove that there are
no bugs in the new code before they write new code. They
do this by developing a test (failing test) that would detect any
possible bugs before they begin coding. For example, imagine
that a programme must be written for calculating the correct
amount of change that you must receive from a candy machine.
First, the availability of a function to give change must be
tested. This function could be called give_change. A simple test
could be made and, when it is performed, it is determined that a
give_change function does not yet exist. If the programmer
then makes the function but does not yet give it any substance,
the test will succeed.
The next step would be to test whether the machine gives the
right amount of money back when an item is purchased. Insert
sixty cents into the machine and buy an item that costs fifty
cents. The test will not succeed, because the function is still
empty. The programmer then writes the code. In the
give_change function, he writes that the amount of change to be
returned is the amount of money that was inserted in the
machine, less the price of the chosen candy. The test should
now
succeed. The process continues in this way; for each component
of the software, a test must be devised beforehand (example
translated and adapted from Chromatic, 2003, p. 27 ff).
The code is not the only component that must be technically
tested; the functionalities must also be tested (i.e. acceptance
tests). For these tests, the customer determines the conditions
under which the functionalities that are to be built can be
accepted, before coding begins (e.g. how quickly a computer
must respond to a certain action of a user). The prior
specification of the conditions under which the new
functionality can be accepted has proven particularly difficult
and time-
consuming. Nonetheless, the active role of customers in testing
is an important determinant in the success of a project.
More realistic estimation of time and money
With cyclical project techniques, the functionalities that are to
be implemented are not written in stone at the beginning of
the project. The available time is specified. Agreements are
made concerning the direction in which the project will
proceed,
and it is determined in the process what is actually needed,
useful and realistic with regard to the software that is to be
made.
In cyclical projects, the functionalities that are to be
implemented are not established as fixed goals, and they thus
avoid the
risk that the necessary hours, and therefore money, can get
entirely out of hand. To prevent such a situation, the available
time is used as a starting point, and it is determined during the
process what is realistic to expect in that amount of time. Also
for this reason, cyclical methods of project management are
much friendlier for the project team. The team does what it can
do within the specified time, but is not pressured to meet
unrealistic schedules or to work within an inadequate budget.
Cyclical methods also facilitate the management of external
suppliers. With the waterfall method, a project can become
bound to a single supplier until the end of the project,
regardless of the performance of that supplier. In the cyclical
working
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method, is theoretically possible to make new agreements for
each cycle or even for each component to be delivered and, if
necessary, to change suppliers.
5. Waterval versus Agile (cyclisch) project management
Risks of cyclical project management
Cyclical methods of project management sometimes allow
insufficient time to implement the desired functionalities.
Because
the amount of time is pre-determined, fewer functionalities will
probably be made than were originally assumed.
This is indeed a real risk, but it is also inherent in the waterfall
method. In the waterfall method, the definition phase includes
an extensive analysis of requirements. This analysis could be
expected to generate better time planning. This is often not the
case in practice, however, for the reasons that are mentioned
above. Functionalities are left out in this method as well, as
there is not enough money to implement them.
In cyclical methods, requirements are handled pragmatically.
For example, the requirements in cycles can be divided
according to the MoSCoW rules (Stapleton, 2003):
Must Have: requirements that are essential for the system
Should Have: important requirements that people really want
Could Have: requirements that are desirable, but which can be
easily omitted
Want to Have: but will not have this time round: requirements
that can wait until later
Regardless of the fact that there may be no more time for
particular functionalities, the DANS project managers agree that
cyclical work yields more customer satisfaction than the
waterfall method does. At any rate, the expectations are
consistently
better managed, and the projects deliver results that actually
work, even if they are less elaborate than originally hoped.
One frequently mentioned disadvantage of XP is that
considerable power comes to rest with the programmers. If they
misuse
this power, they can hide behind the customers lack of technical
knowledge. Preventing this situation requires a project
leader who can serve the interests of both the programmers and
the customer. Such project leaders assist their customers in
choosing and planning the cycles, making the technical
background of choices intelligible and providing for
administration
and reporting.
Finally, another disadvantage of XP is that there is a steep
learning curve for programmers, managers and customers with
regard to the introduction of the method.
5. Waterval versus Agile (cyclisch) project management
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1. The six phases of project management
Initiation phase
Definition phase
Design phase
Development phase
Implementation phase
Follow up phase
2. Managing a project
Time
Money
Quality
Organisation
Information
3. Project reporting
4. The sales representative and the politician
5. Waterval versus Agile (cyclisch) project management
Creative proces
Organizing requirements
Estimating time
Testing intermediate results
Cyclical methods
Conditions for cyclical methods
Risks of cyclical methods
6. DANS software-development method
7. Programme management
Appendix
Appendix 1: Causes delays IT projects
Appendix 2: Roles within a project
Appendix 3: Resources project management
Appendix 4: License handbook
Appendix 5: DANS and makers of handbook
Appendix 6: Action-and-decision list
Appendix 7: Sample Issue log
Appendix 8: Sample Risk log
Appendix 9: Sample meeting report
Appendix 10: Sample project plan
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March 2008 www.stsc.hill.af.mil 1 3
Many software developers have a love-hate relationship with
requirements.
They love having a list of things they need
to engineer into the product they are
building, but they hate it when the require-
ments are unclear, inaccurate, self-contra-
dictory, or incomplete. They are right to
be concerned.
The price is high for teams that fail to
define requirements or that do it poorly.
Ill-defined requirements result in require-
ments defects, and the consequences of
these defects are ugly [1- 6]:
• Expensive rework and cost overruns.
• A poor quality product.
• Late delivery.
• Dissatisfied customers.
• Exhausted and demoralized team
members.
To reduce the risk of software project
failure and the costs associated with defec-
tive requirements, project teams must
address requirements early in software
development and they must define
requirements properly.
A Short Review of
Requirements
Before we get to the nitty-gritty of build-
ing requirements models, let us look at
some basic requirements concepts. User
requirements – the focus of this article –
are one of three types of requirements
(see Figure 1). The other two types are
those related to the mission or business
and those that describe the software itself.
Business requirements are statements of
the business rationale for the project.
These requirements grow out of the
vision for the product which, in turn, is
driven by mission (or business) goals and
objectives. The product’s vision statement
articulates a long-term view of what the
product will accomplish for its users. It
should include a statement of scope to
clarify which capabilities are and are not to
be provided by the product.
User requirements define the software
requirements from the user’s point of
view, describing the tasks users need to
accomplish with the product and the qual-
ity requirements of the software from the
user’s point of view. Users can be broadly
defined to include not only the people
who access the system but also inanimate
users such as hardware devices, databases,
and other systems. In the systems pro-
duced by most government organizations,
user requirements are articulated in their
concept of operations document.
Software requirements are detailed
descriptions of all the functional and non-
functional requirements the software must
fulfill to meet business and user needs.
Nonfunctional requirements include soft-
ware design constraints, external inter-
faces, and quality attributes such as per-
formance, security, installation ability,
availability, safety, reusability, and more [7].
Software requirements, which are docu-
mented in a software requirements specifi-
cation, establish an agreement between
technical specialists and business man-
agers on what the product must do.
The key activities in requirements
development are the following: elicitation,
analysis, specification, and validation [8]. In
elicitation, you identify the sources of
requirements and solicit requirements
from those sources. Requirements elicita-
tion relies on appropriate stakeholder
involvement, one of the most critical ele-
ments for project success [9]. The goal of
requirements analysis is to sufficiently
understand and define the requirements
so that stakeholders can prioritize and
allocate them to software. Specification
involves differentiating and documenting
functional and nonfunctional require-
ments and checking that the requirements
are documented unambiguously and com-
pletely. Validation examines the require-
ments to ensure that they satisfy user’s
needs.
Elicitation and analysis are crucial early
Good Practices for Developing User Requirements©
Defining user requirements – the needs of the stakeholders who
directly interact with the system – is arguably one of the most
dif-
ficult challenges in building complex systems. When it comes to
defining user requirements for software, it is essential to use
models
to document and analyze the requirements. This article provides
a requirements model roadmap that helps software development
teams understand the effective use of requirements models. It
also describes good practices for creating and using these
models.
Ellen Gottesdiener
EBG Consulting
Why the project is being
undertaken.
Business
Requirements
User
Requirements
Software
Requirements
What users will be able to do
with the product.
What the developers
need to build.
Level 1:
Level 2:
Level 3:
Figure 1: Requirements Levels
© 2007 Ellen Gottesdiener.
1 4 CROSSTALK The Journal of Defense Software Engineering
March 2008
activities that require intense stakeholder
involvement. To analyze the requirements
you are eliciting, a key good practice is to
create requirements models (also referred to
as analysis models): user requirements repre-
sented by text (such as tables, lists, or
matrices), diagrams, or a combination of
text and graphical material [7]. These
models facilitate communications about
requirements with your stakeholders.
As you elicit requirements from stake-
holders and represent them using require-
ments models, you should verify your
models to ensure they are internally con-
sistent. You also need to prioritize your
requirements: With active user involve-
ment, you analyze the trade-offs among
requirements to establish their relative
importance [8].
The User Requirements
Model Roadmap
Now let us take a closer look at user
requirements models. The beauty of the
Requirements Model Road Map (Figure 2)
is that it shows the relationships between
the three types of requirements (business,
user, and software) and categorizes the
models you can use to represent each type.
Each model is designed to answer one of
the 5Ws + 1H questions: Who? What?
When? Why? How? [7].
(Note that the question Where? pro-
vides information mainly about nonfunc-
tional requirements. Although these are not
user requirements – which depict function-
al requirements – analysts asking Where?
during analysis will also discover a slice of
useful quality attributes such as perfor-
mance and usability).
In addition, the user requirements
model falls into three categories: scope,
high-level and detailed, and alternative
models. Some models (shown in italics in
Figure 2) are useful for analyzing the busi-
ness process, and others are useful for clar-
ifying project scope. Defining stakeholder
categories early in elicitation, for example,
identifies the people you should involve in
requirements modeling. High-level and
detailed models, such as use cases, a data
model, and business rules, can reveal
requirements defects such as errors, omis-
sions, and conflicts. Requirements analysts
and engineers can substitute alternative
models when the engineers better commu-
nicate requirements or fit the project cul-
ture.
Each requirements model represents
information at a different level of abstrac-
tion. A model such as a state diagram rep-
resents information at a high level of
abstraction, whereas detailed textual
requirements represent a low level of
abstraction. By stepping back from the
trees (textual requirements) to look at the
forest (a state diagram), the team can dis-
cover requirements defects not evident
when reviewing textual requirements alone.
Because the requirements models are
related, developing one model often leads
to deriving another. Examples of one
model driving another model are the fol-
lowing:
• Actors initiate use cases.
• Scenarios exemplify instances of use
cases.
• A use case acts upon data depicted in
the data model.
• A use case is governed by business
rules.
• Events trigger use cases.
In this way, you can use various routes
to harvest one model from another. This
approach helps you develop the models
quickly while at the same time verifying
the model’s completeness and correctness.
User Requirements Models
Here, in alphabetical order, are brief
descriptions of the common user require-
ments models shown in the User
Requirements Models Road Map.
Activity Diagram
An activity diagram is a model that illus-
trates the flow of complex use cases using
Unified Modeling Language (UML) nota-
tion. This model is useful for showing use
case steps that have multiple extension
steps, and for visualizing use cases.
Actor Map
An actor map is a model that shows actor
interrelationships. An actor map supple-
ments the actor table and can also be used
as a starting point for identifying use cases.
Actors can be written on index cards (one
per index card) or drawn using the UML
notation. UML depicts actors in an actor
map as stick figures, as boxes (supplement-
ed by the notation “<<Actor>>”), or as a
combination (e.g., stick figures for human
actors, and boxes for nonhuman actors).
Actor Table
An actor table is a model that identifies and
classifies system users in terms of their
roles and responsibilities. This model helps
reveal missing system users and identifies
functional requirements as user goals (use
cases), and also management to clarify job
responsibilities.
Business Policies
Business policies are guidelines, standards,
and regulations that guide or constrain the
conduct of a business. Policies are the basis
for the decision making and knowledge that
are implemented in the software and in
manual processes. Whether imposed by an
outside agency or from within the company,
policies are used to streamline operations,
increase customer satisfaction and loyalty,
reduce risk, improve revenue, and adhere to
legal requirements. This model helps you
identify policies allocated to business peo-
ple, which in turn allows management to
prepare for software implementation by
updating procedures, guidelines, training,
forms, and other assets needed to enforce
the policies. Some policies are also allocat-
ed to software for implementation.
Business Rules
Business rules are text statements that
decompose business policies. Business
rules describe what defines, constrains, or
enables the software behavior. You use
Business
Requirements
1
Why the project is being
undertaken.
Business
Requirements
User
Requirements
Software
Requirements
What users will be able to do
with the product.
What the developers
need to build.
Project
Charter
Product
Vision
User Requirements
S
o
ft
w
a
re
R
e
q
u
ir
e
m
e
n
ts
D
e
s
ig
n
a
n
d
D
e
v
e
lo
p
m
e
n
t
Scope
High-Level
and
Detailed
Alternative
Models
* Business Model
Stakeholder
Categories
Actor Table
Optional:
Actor Map,
Dialog Map
Prototypes
Dialog Hierarchies
Personas
Who?
Relationship Map*
Glossary
Context Diagram
Data Model
Class Model
Data Dictionary
Data Tables
What?
Event-Response
Table
State Diagrams
State-Data
MatrixWhen?
Business
Policies
Business Rules
Decision Tables
Decision TreesWhy?
Process Map*
Use Cases
Optional:
Use Case Map,
Use Case Packages
Scenarios, Stories
Activity Diagrams,
Data Flow Diagrams
How?
Level 1:
Level 2:
Level 3:
Figure 2: User Requirements Model Roadmap
The Beginning
Good Practices for Developing User Requirements
March 2008 www.stsc.hill.af.mil 1 5
business rules to specify the controls that
govern user requirements and to clarify
which rules should be enforced in software
and which will be allocated to business
people. Because business rules require
data, defining the rules will uncover need-
ed data. User requirements depend on the
complete and correct enforcement of
business rules.
Class Model
A class model is a diagram that shows the
classes to be used in a system. A class is the
generic definition of a collection of simi-
lar objects (persons, places, events, and
physical artifacts). You use a class model
in projects employing object-oriented
software development methods, tools, or
databases.
Context Diagram
A context diagram is a model that shows
the system in its environment with the
external entities (people and systems) that
provide and receive information or mate-
rials to and from the system. This model
helps stakeholders to quickly and simply
define the project’s scope and to focus on
what the system needs as inputs and pro-
vides as outputs. A context diagram helps
the team derive requirements models
(such as actors, use cases, and data model
information) and can reveal possible
scope creep problems as new external
entities are added.
Data Dictionary
A data dictionary is a model that provides
a description of the data attributes and
structures used in a system. This model is
a central place for defining each data ele-
ment and describing its data type, length,
and format. Some project teams use data
modeling tools that provide data dictio-
nary capabilities.
Data Flow Diagram (DFD)
A DFD is a model that shows related
inputs, processes, and outputs for process-
es that respond to external or temporal
events. Unlike use cases (which are orient-
ed toward actor goals), DFDs focus on
the data that goes in and out of each
process, taking an internal view of how
the system handles events.
Data Model
A data model shows the informational
needs of a system by illustrating the logi-
cal structure of data independent of the
data design or data storage mechanism.
You use a data model to identify, summa-
rize, and formalize the data attributes and
structures needed to satisfy functional
requirements and to create an easy-to-
maintain database. Data models help to
simplify design and programming and
help identify external data entities (other
systems that supply data to the software).
Data Table
A data table is a model in the form of a
table that contains sample data to elicit
and validate a data model or data dictio-
nary. Each row represents a set of occur-
rences in an entity, and each column rep-
resents sample attributes.
Decision Table
A decision table is a model that specifies
complex business rules concisely in an
easy-to-read tabular format. A decision
table documents all the possible condi-
tions and actions that need to be account-
ed for in business rules. Conditions are fac-
tors, data attributes, or sets of attributes
and are equivalent to the left side of atom-
ic business rules. Actions are conclusions,
decisions, or tasks and are equivalent to
the right side of atomic business rules.
Factors that must be evaluated form the
top rows of the table. Actions make up
the bottom rows of the table.
Decision Tree
A graphical alternative to a decision table,
a decision tree presents conditions and
actions in sequence. Each condition is
graphed with a decision symbol represent-
ing yes or no (or a true or false conclusion).
Branches to additional conditions are
drawn left to right. Actions are drawn
inside rectangles to the right of the branch
to which they apply.
Dialog Hierarchy
A dialog hierarchy is a model that shows
the dialogs in a system (or Web page) as a
hierarchy. It does not show transitions.
Dialog Map
A dialog map is a diagram that illustrates
the architecture of a system’s user inter-
face. It shows the visual elements that
users manipulate to step through tasks
when interacting with the system. Dialog
maps can be used to uncover missing or
erroneous use case paths and to validate
use cases, scenarios, or both in require-
ments walkthroughs with users.
Event-Response Table
An event-response table model identifies
each event (an input stimulus that triggers
the system to carry out a function) and the
event responses resulting from those
functions. An event-response table defines
the conditions to which the system must
respond, thereby defining the functional
requirements at a scope level. (Each event
requires a predictable response from the
system.) This model can also reveal needs
for external database access or file feeds.
Glossary
The glossary is a list of definitions of busi-
ness terms and concepts relevant to the
software being developed or enhanced.
Persona
The persona is a description of an actor
as a fictitious system user or archetype.
You describe each persona as if he or she
is a real person with personality, family,
work background, preferences, behavior
patterns, and personal attitudes. The focus
is on behavior patterns rather than job
descriptions. Each persona description is
written as a narrative flow of the person’s
day with added details about personality.
Four or five personas represent the roles
that use the system most often or are
most important to the functional require-
ments.
Process Map
A process map is a diagram that shows the
sequence of steps, inputs, and outputs
needed to handle a business process
across multiple functions, organizations,
or job roles. This model helps you identi-
fy the processes that are allocated to the
business (manual processes) and those
that will be allocated to software.
Prototype
A prototype is a partial or preliminary ver-
sion of a system created to explore or val-
idate requirements. Exploratory proto-
types can be mock-ups using paper, white-
boards, or software tools.
Relationship Map
A relationship map is a diagram that
shows the information and products that
are exchanged among external customers,
suppliers, and key functions in the organi-
zation. This model helps you understand
the organizational context of the project
by identifying affected business functions
and their inputs and outputs.
Scenario
A scenario is a description of a specific
occurrence of a path through a use case
(i.e., a use case instance). Example: A cus-
tomer calls to reschedule a job, adding
another service and requesting a repeat
customer discount.
Stakeholder Categories
Stakeholder categories are structured
arrangements of groups or individuals
who have a vested interest in the product
being developed. You use this model to
understand who has an interest in or who
has influence on the product, who will use
the software and its outputs, and who the
product will affect in some way. These
groups and individuals will need to be
kept informed about requirements
progress, conflicts, changes, and priorities.
State-Data Matrix
A state-data matrix model shows attribut-
es that are added or changed during a state
change. Each attribute is identified in the
data model and data dictionary.
State Diagram
A state diagram is a visual representation
of the life cycle of a data entity. Events
trigger changes in data, resulting in a new
state for that entity. Each state is a defined
condition of an entity, a hardware compo-
nent, or the entire system that requires
data, rules, and actions. A state diagram
can also show actions that occur in
response to state changes. You use a state
diagram to understand how events affect
data and to identify missing requirements
such as events, business rules, data attrib-
utes, and use case steps.
Story
A story is a text description of a path
through a use case that users typically doc-
ument. Stories replace use cases and sce-
narios when you are planning releases for
agile projects. Stories are essentially
detailed scenarios, but each story is judged
by developers to require less than two
weeks to develop. When combined with
acceptance tests, stories are roughly equiv-
alent to use cases.
Use Case
The use case describes in abstract terms
how actors use the system to accomplish
goals. Each use case is a logical piece of
user functionality that can be initiated by an
actor and described from the actor’s point
of view in a technology-neutral manner.
Use cases summarize a set of related sce-
narios. The purpose of use cases is to
reveal functional requirements by clarifying
what users need to accomplish when inter-
acting with the system. Use cases are a nat-
ural way to organize functional require-
ments and can be easier for users to under-
stand and verify than textual functional
requirements statements.
Use Case Map
The use case map is a model that illus-
trates the work flow of use cases. Each
use case map represents a set of highly
cohesive use cases sharing the same data,
often triggered by the same events or ini-
tiated by the same actor.
Use Case Package
The use case package is a logical, cohesive
group of use cases that represents higher
level system functionality. You create a use
case package by combining use case maps
or grouping use cases. Most systems will
have multiple packages. You can use a
UML file folder notation to show each
package, and you can name each package
according to its functionality.
Good Practices for Modeling
User Requirements
Following good requirements modeling
practices (see Good Practices for Modeling
User Requirements, Table 1) is the key to
successful development of user require-
ments. These practices accelerate model-
ing, engage stakeholders, and give you
high-quality requirements – ones that are
correct, complete, clear, consistent, and
relevant.
The first good practice is to represent
and agree on the project’s scope early in
requirements elicitation. Why? It has to do
with scope creep – the unrestrained
expansion of requirements as the project
proceeds. Scope creep is one of the great-
est risks in software development [6]. A
clear definition of product scope narrows
the project’s focus to enable better plan-
ning, better use of time, and better use of
resources. Moreover, scope-level models
establish a common language that team
members can use to communicate about
the requirements and help to articulate the
boundary between what is in and what is
not in scope for the product.
Another good practice, as mentioned
earlier, is to document your product using
multiple user requirements models. Each
model describes one aspect of a problem
the product will address. Thus, no single
model can describe all the requirements.
Furthermore, elements of one model
often link to elements of another, so one
model can be used to uncover related or
missing elements in another model.
It is also good to use both text and
graphics to represent user needs. Multiple
representations tap into different modes
of human thinking. Some people think
more precisely with words, and others
understand concepts more quickly via dia-
grams. Using both types of representa-
tions leverages these different thinking
modes. In addition, mixing text and
graphics makes requirements develop-
ment more interesting and engaging. It
provides variety and permits stakeholders
to understand their requirements from
more than one angle.
You should also select models that fit
the domain of your product. That is
because some models are better suited to
communicate requirements for certain
domains. For example, When models (such
as an event-response table and a state
machine diagram) are well suited to
dynamic domains – those that respond to
continually changing events to store data
and act on it based on its state at a point.
Another well-known good practice is
to develop your requirements iteratively.
Each iteration is a self-contained mini-
project in which you undertake a set of
activities – elicitation, analysis, specifica-
tion, and validation – resulting in a subset
of requirements. The rationale for this
practice is that user requirements seldom
remain unchanged for a long period. On
teams using agile methods, each iteration
also incorporates the work needed to
deliver the working software that satisfies
those requirements. In some domains,
requirements change faster than the sys-
tem or subsystem can be developed. In
addition, the cost of implementing
changes increases dramatically as the pro-
ject proceeds. Developing requirements in
an evolving manner is essential in reducing
these risks.
You can also use requirements models
to identify requirements defects. The
interconnections among the models help
to expose any inconsistencies in related
models. This self-checking accelerates the
team’s ability to uncover missing, erro-
neous, vague, or conflicting requirements.
The Beginning
1 6 CROSSTALK The Journal of Defense Software Engineering
March 2008
1. Define, represent, and agree on the project’s scope early in
requirements
elicitation.
2. Document your product using multiple user requirements
models.
3. Select models that fit the domain of your system.
4. Develop requirements models iteratively.
5. Use requirements models to identify requirements defects.
6. Use models to communicate: Create simple, readable
diagrams focused less
on beauty and more on understanding.
7. Conduct retrospectives as you iterate through requirements
development.
Table 1: Summary: Good Practices for Modeling User
Requirements
Good Practices for Developing User Requirements
March 2008 www.stsc.hill.af.mil 1 7
When you are creating graphical mod-
els, it is crucial to create simple, readable
diagrams. The benefit of diagrams is that
they give you a way to quickly communi-
cate complex, controversial, or unclear
requirements. Thus, you should avoid
complex, hard-to-read diagrams. Draw
diagrams manually to begin with or use an
easy-to-learn drawing tool. Keep them
simple and easy to read. Focus on main-
taining accuracy and exposing unclear or
incorrect requirements – not beauty or
completeness.
The final good practice I want to men-
tion applies whether or not you are using
modeling: I always tell my clients to con-
duct short retrospectives at the end of
each requirements iteration. A retrospective
is a special meeting in which the team
explores what works, what does not work,
what can be learned from the just com-
pleted iteration, and what ways to adapt
their processes and techniques before
starting another iteration [10, 11].
Retrospectives allow for early learning and
correction and may be your team’s most
powerful tool for process improvement.
On Your Way
Software development teams enjoy access
to a world of tools and technologies, but
building truly successful software still
depends on team members gaining a deep
understanding of user needs. When your
team is developing a software product,
you will save time, money, and frustration
by using appropriate models to describe
and analyze the product’s user require-
ments.u
References
1. Reifer, Donald J. “Profiles of Level 5
CMMI Organizations.” CrossTalk
Jan. 2007.
2. Schwaber, Carey. “The Root of the
Problem: Poor Requirements.” IT
View Research Document. Forrester
Research, 2006
3. Dabney, James B., and Gary Barber.
“Direct Return on Investment of
Software Independent Verification and
Validation: Methodology and Initial
Case Studies.” Assurance Technology
Symposium, June 2003 <http://
sarpresults.ivv.nasa.gov/ViewResearch
/24.jsp>.
4. Hooks, Ivy F., and Kristina A. Farry.
Customer-Centered Products: Creat-
ing Successful Products Through
Smart Requirements Management.
New York: Amacom, 2001.
5. Nelson, Mike, James Clark, and
Martha Ann Spurlock. “Curing the
Software Requirements and Cost
Estimating Blues.” The Defense
Acquisition University Program
Manager Magazine Nov.-Dec. 1999.
6. Jones, Capers. Patterns of Software
Systems Failure and Success. Boston,
MA: Thomson Computer Press, 1996.
7. Gottesdiener, Ellen. Software
Requirements Memory Jogger: A
Pocket Guide to Help Software and
Business Teams Develop and Manage
Requirements. Methuen, MA:
Goal/QPC, 2005.
8. Institute of Electrical & Electronics
Engineers (IEEE). “IEEE Software
Engineering Body of Knowledge.”
IEEE Computer Society, 2004
<www.swebok.org>.
9. Standish Group International.
“CHAOS Chronicles.” Standish
Group International, 2003.
10. Kerth, Norman L. “Project Retro-
spectives: A Handbook for Team
Reviews.” New York: Dorset House,
2001.
11. Gottesdiener, Ellen. “Team Retro-
spectives for Better Iteration Assess-
ment.” The Rational Edge Apr. 2003
<http://ebgconsulting.com/Pubs/
Articles/TeamRetrospectives-Gottes
diener.pdf>.
About the Author
Ellen Gottesdiener,
principal consultant, EBG
Consulting, helps get the
right requirements so
projects start smart and
deliver the right product
at the right time. Her book, “Require-
ments by Collaboration: Workshops for
Defining Needs” describes how to use
multiple models to elicit requirements in
collaborative workshops, and “The
Software Requirements Memory Jogger”
describes essentials for requirements
development and management. In addi-
tion to providing training, eLearning and
consulting services, she speaks at and
advises for industry conferences, writes
articles, and serves on the Expert Review
Board of the International Institute of
Business Analysis Business Analysis
Body of Knowledge.
EBG Consulting, Inc.
1424 Ironwood DR West
Carmel, IN 46033
Phone: (317) 844-3747
E-mail: [email protected]
Get Your Free Subscription
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IFSM 301 Week 4 Citations and Project Management Phases

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IFSM 301 Week 4 Citations and Project Management Phases

  • 1. IFSM 301 – Week 4 Citations (NIST, 2009) (The six phases of project management, n.d.) (Waterfall versus Agile Project Management, n.d.) (Gottesdiener, 2008) (Value Attainment) (Potts, 2008) (Potts, Why You Shouldn't Have an IT Budget, 2008) (UMUC Faculty) Bibliography Gottesdiener, E. (2008, March). Good Practices for Developing User Requirements. The Journal of Defense Software Engineering, 13-17. Retrieved January 25, 2021, from https://learn.umgc.edu/d2l/le/content/541520/viewContent/2054 3074/View NIST. (2009, April). The System Development Life Cycle. Retrieved January 25, 2021, from NIST: https://learn.umgc.edu/d2l/le/content/541520/viewContent/2054 3036/View
  • 2. Potts, C. (2008, November 15). It's Time to Change Your Investment Culture. CIO, 24-26. Retrieved January 25, 2021, from https://learn.umgc.edu/d2l/le/content/541520/viewContent/2054 3105/View Potts, C. (2008, May 15). Why You Shouldn't Have an IT Budget. CIO, 74-76. Retrieved January 25, 2021, from https://learn.umgc.edu/d2l/le/content/541520/viewContent/2054 3106/View The six phases of project management. (n.d.). Retrieved January 25, 2021, from University of Maryland Global Campus: https://learn.umgc.edu/d2l/le/content/541520/viewContent/2054 3072/View UMUC Faculty. (n.d.). Performance Measures. Retrieved January 25, 2021, from University of Maryland Global Campus: https://learn.umgc.edu/d2l/le/content/541520/viewContent/2054 3077/View Value Attainment. (n.d.). Retrieved January 25, 2021, from University of Maryland Global Campus: https://learn.umgc.edu/d2l/le/content/541520/viewContent/2054 3075/View Waterfall versus Agile Project Management. (n.d.). Retrieved January 25, 2021, from University of Maryland Global Campus: https://learn.umgc.edu/d2l/le/content/541520/viewContent/2054 3073/View
  • 3. The System Development Life Cycle For a brief overview of the System Development Life Cycle, the following sections have been directly quoted from the National Institute of Standards and Technology (NIST) publication, The System Development Life Cycle (SDLC). The entire NIST publication is available at: http://csrc.nist.gov/publications/nistbul/april2009_system- development-life-cycle.pdf "The system development life cycle is the overall process of developing, implementing, and retiring information systems through a multistep process from initiation, analysis, design, implementation, and maintenance to disposal. There are many different SDLC models and methodologies, but each generally consists of a series of defined steps or phases. The System Development Life Cycle Initiation Phase. During the initiation phase, the organization establishes the need for a system and documents its purpose. Development/Acquisition Phase. During this phase, the system is designed, purchased, programmed, developed, or otherwise constructed. should be identified as well.
  • 4. Implementation Phase. In the implementation phase, the organization configures and enables system features, tests the functionality of these features, installs or implements the system, and obtains a formal authorization to operate the system. Design reviews and system tests should be performed before placing the system into operation to ensure that it meets all required security specifications. In http://csrc.nist.gov/publications/nistbul/april2009_system- development-life-cycle.pdf addition, if new controls are added to the application or the support system, additional acceptance tests of those new controls must be performed. This approach ensures that new controls meet security specifications and do not conflict with or invalidate existing controls. The results of the design reviews and system tests should be fully documented, updated as new reviews or tests are performed, and maintained in the organization’s official records. Operations/Maintenance Phase. In this phase, systems and products are in place and operating, enhancements and/or modifications to the system are developed and tested, and hardware and software components are added or replaced. The organization should continuously monitor performance of the system to ensure that it is consistent with pre-established user and system requirements, and that needed system modificatio ns are incorporated. Configuration management (CM) and control activities should be conducted to document any proposed
  • 5. or actual changes to the system. Information systems are in a constant state of evolution with upgrades to hardware, software, firmware, and possible modifications in the surrounding environment. Documenting information system changes and assessing the potential impact of these changes on the system are essential activities to assure continuous monitoring, and prevent problems. Disposal Phase. In this phase, plans are developed for discarding system information, hardware, and software and making the transition to a new system. The information, hardware, and software may be moved to another system, archived, discarded, or destroyed. If performed improperly, the disposal phase can result in the unauthorized disclosure of sensitive data. When archiving information, organizations should consider the need for and the methods for future retrieval. Usually, there is no definitive end to a system. Systems normally evolve or transition to the next generation because of changing requirements or improvements in technology. The disposal activities ensure the orderly termination of the system and preserve the vital information about the system so that some or all of the information may be reactivated in the future, if necessary. Particular emphasis is given to proper preservation of the data processed by the system so that the data is effectively migrated to another system or archived in accordance with applicable records management regulations and policies for potential future access."
  • 6. 1/25/2021 Six Phases of Project Management - IFSM 301 6383 Foundations of Information Systems Management (2212) https://learn.umgc.edu/d2l/le/content/541520/fullscreen/205430 72/View 1/8 1. The six phases of project management This chapter provides a sketch of the traditional method of project management. The model that is discussed here forms the basis for all methods of project management. Later chapters go into more depth regarding a model that is particularly appropriate for IT-related projects. Dividing a project into phases makes it possible to lead it in the best possible direction. Through this organisation into phases, the total work load of a project is divided into smaller components, thus making it easier to monitor. The following paragraphs describe a phasing model that has been useful in practice. It includes six phases: 1. Initiation phase 2. Definition phase 3. Design phase 4. Development phase 5. Implementation phase 6. Follow-up phase Figure 1: Project management in six phases, with the central theme of each phase https://www.projectmanagement-training.net/ https://www.projectmanagement-training.net/1-the-six-phases- of-project-management/
  • 7. https://www.projectmanagement-training.net/initiation-phase/ https://www.projectmanagement-training.net/definition-phase/ https://www.projectmanagement-training.net/design-phase/ https://www.projectmanagement-training.net/development- phase/ https://www.projectmanagement-training.net/implementation- phase/ https://www.projectmanagement-training.net/follow-up-phase/ 1/25/2021 Six Phases of Project Management - IFSM 301 6383 Foundations of Information Systems Management (2212) https://learn.umgc.edu/d2l/le/content/541520/fullscreen/205430 72/View 2/8 1. The six phases of project management boek Initiation phase The initiation phase is the beginning of the project. In this phase, the idea for the project is explored and elaborated. The goal of this phase is to examine the feasibility of the project. In addition, decisions are made concerning who is to carry out the project, which party (or parties) will be involved and whether the project has an adequate base of support among those who are involved. In this phase, the current or prospective project leader writes a proposal, which contains a description of the above- mentioned matters. Examples of this type of project proposal include business plans and grant applications. The prospective sponsors of the project evaluate the proposal and, upon approval, provide the necessary financing. The project officially begins at the time of approval.
  • 8. Questions to be answered in the initiation phase include the following: Why this project? Is it feasible? Who are possible partners in this project? What should the results be? What are the boundaries of this project (what is outside the scope of the project)? The ability to say no is an important quality in a project leader. Projects tend to expand once people have become excited about them. The underlying thought is, While were at it, we might as well Projects to which people keep adding objectives and projects that keep expanding are nearly certain to go off schedule, and they are unlikely to achieve their original goals. In the initiation phase, the project partners enter a (temporary) relationship with each other. To prevent the development of false expectations concerning the results of the project, it makes sense to explicitly agree on the type of project that is being started: a research and development project; a project that will deliver a prototype or ‘proof of concept’; a project that will deliver a working product. The choice for a particular type of project largely determines its results. For example, a research and development project delivers a report that examines the technological feasibility of an application. A project in which a prototype is developed delivers all of the functionalities of an application, but they need not be suitable for use in a particular context (e.g. by hundreds of users). A project that delivers a working product must also consider matters of maintenance, instructions and
  • 9. the operational management of the application. Many misunderstandings and conflicts arise because the parties that are involved in a project are not clear on these matters. Customers may expect a working product, while the members of the project team think they are developing a prototype. A sponsor may think that the project will produce a working piece of software, while the members of the project team must first examine whether the idea itself is technically feasible. https://www.projectmanagement-training.net/category/six- phases/ https://www.projectmanagement-training.net/category/boek/ https://www.projectmanagement-training.net/initiation-phase/ 1/25/2021 Six Phases of Project Management - IFSM 301 6383 Foundations of Information Systems Management (2212) https://learn.umgc.edu/d2l/le/content/541520/fullscreen/205430 72/View 3/8 1. The six phases of project management Definition phase After the project plan (which was developed in the initiation phase) has been approved, the project enters the second phase: the definition phase. In this phase, the requirements that are associated with a project result are specified as clearly as possible. This involves identifying the expectations that all of the involved parties have with regard to the project result. How many files are to be archived? Should the metadata conform to the Data Documentation Initiative format, or will the Dublin Core (DC) format suffice? May files be deposited in their original format, or will only those that conform to the Preferred
  • 10. Standards be accepted? Must the depositor of a dataset ensure that it has been processed adequately in the archive, or is this the responsibility of the archivist? Which guarantees will be made on the results of the project? The list of questions goes on and on. Figure 2: Expectations of a project (Illustration: Rachèl Harmsen) It is important to identify the requirements as early in the process as possible. Wijnen (2004) distinguishes several categories of project requirements that can serve as a memory aid: Preconditions Functional requirements Operational requirements Design limitations Preconditions form the context within which the project must be conducted. Examples include legislation, working-condition regulations and approval requirements. These requirements cannot be influenced from within the project. Functional requirements are requirements that have to do with the quality of the project result (e.g. how energy-efficient must an https://www.projectmanagement-training.net/category/six- phases/ https://www.projectmanagement-training.net/definition-phase/ https://www.projectmanagement-training.net/wordpress/wp- content/uploads/2015/04/2.jpg 1/25/2021 Six Phases of Project Management - IFSM 301 6383 Foundations of Information Systems Management (2212)
  • 11. https://learn.umgc.edu/d2l/le/content/541520/fullscreen/205430 72/View 4/8 automobile be or how many rooms must a new building have?). Operational requirements involve the use of the project result. For example, after a software project has been realised, the number of malfunctions that occur must be reduced by ninety per cent. Finally, design limitations are requirements that involve the actual realisation of the project. For example, the project cannot involve the use of toxic materials or international partners for whom it is unclear whether they use child labour. During the definition phase of a project that involved developing a web application for a consortium of large organisations, no agreements were made concerning the browser that would be supported by the application. The consortium assumed that it would be Microsoft Explorer, because it was the browser that everyone used. The programmers created the application in Firefox, because they worked with the browser themselves and because it had a number of functions that were particularly useful during the development. Because most of the websites that are made for Firefox also look good in Explorer, the difference was initially not noticeable. Near the end of the project, however, the customer began to complain that the website didn’t look good. The programmers, who had been opening the site in Firefox, did not understand the complaint. When the problem of the two browsers became clear, the programmers reacted defensively, Can’t they just install Firefox? After all, it is free. The organisations, however, were bound to the bureaucratic-minded system administrators who, for some
  • 12. possibly justified reason, refused to install Firefox in addition to Explorer. Even if they had wanted to install it, it would have involved a lengthy process, and there would have been extra costs for the time that the system administrators would have to spend on the task. It was ultimately decided that the application would have to be made suitable for Explorer. That involved considerable extra work, whereby the project ran even more behind schedule than it already had, and it was necessary to negotiate the extra costs. It was later discovered that the various organisations were working with different versions of Microsoft Explorer. It is very important that all parties that are involved in the project are able to collaborate during the definition phase, particularly the end users who will be using the project result. The fact that end users are often not the ones that order the project perhaps explains why they are often ignored. The client, who pays for the project, is indeed invited to collaborate on the requirements during the definition phase. Nonetheless, the project result benefits when its future users are also invited. As a point of departure, it is helpful to make a habit of organising meetings with all concerned parties during the definition phase of a project. During the development of an educational video game, the users (young people) were involved in the project only at a later stage. When the game was nearly completed, a group of young people was asked to test the game. Their initial assessments appeared mild and friendly. When pressed, however, they admitted that they had actually found the game extremely boring and that they would certainly not play it themselves. Had these young people been involved in the project earlier, the game would probably have been a success. As it stands, the game remains nearly unused on an Internet website.
  • 13. The result of the definition phase is a list of requirements from the various parties who are involved in the project. Every requirement obviously has a reverse side. The more elaborate the project becomes, the more time and money it will cost. In addition, some requirements may conflict with others. New copy machines are supposed to have less environmental impact; they must also meet requirements for fire safety. The fire-safety regulations require the use of flame-retardant materials, which are less environmentally friendly. As this illustration shows, some requirements must be negotiated. Ultimately, a list of definitive requirements is developed and presented for the approval of the projects decision-makers. Once the list has been approved, the design phase can begin. At the close of the definition phase, most of the agreements between the customer and the project team have been established. The list of requirements specifies the guidelines that the project must adhere to. The project team is evaluated according to this list. After the definition phase, therefore, the customer can add no new requirements. A part of a new exhibit in a museum was comprised of a computer installation, the creation of which had been project- based. Because there had been no definition phase in the project, no clear agreements between the museum and those responsible for building the installation had been made. When the computer for the installation broke down halfway through the exhibit, the museum assumed that it would be covered by the projects guarantee. The project team had a different opinion. Negotiations between the directors were necessary in order to arrive at an appropriate solution. 1. The six phases of project management
  • 14. https://www.projectmanagement-training.net/category/six- phases/ 1/25/2021 Six Phases of Project Management - IFSM 301 6383 Foundations of Information Systems Management (2212) https://learn.umgc.edu/d2l/le/content/541520/fullscreen/205430 72/View 5/8 Design phase The list of requirements that is developed in the definition phase can be used to make design choices. In the design phase, one or more designs are developed, with which the project result can apparently be achieved. Depending on the subject of the project, the products of the design phase can include dioramas, sketches, flow charts, site trees, HTML screen designs, prototypes, photo impressions and UML schemas. The project supervisors use these designs to choose the definitive design that will be produced in the project. This is followed by the development phase. As in the definition phase, once the design has been chosen, it cannot be changed in a later stage of the project. Figure 3: Example: Global design for the DANS Architecture Archive In a young, very informal company, the design department was run by an artist. The term design department was not accurate in this case; it was more a group of designers who were working together. In addition, everyone was much too busy, including the head of the department.
  • 15. One project involved producing a number of designs, which were quite important to the success of the project. A young designer on the project team created the designs. Although the head of the design department had ultimate responsibility for the designs, he never attended the meetings of the project team when the designs were to be discussed. The project leader always invited him, and sent him e-mails containing his young colleagues sketches, but the e-mails remained unanswered. The project leader and the young designer erroneously assumed that the department head had approved the designs. The implementation phase began. When the project was nearly finished, the result was presented to the department head, who became furious and demanded that it be completely redone. The budget, however, was almost exhausted. 1. The six phases of project management Development phase https://www.projectmanagement-training.net/design-phase/ https://www.projectmanagement-training.net/wordpress/wp- content/uploads/2015/04/3.jpg https://www.projectmanagement-training.net/category/six- phases/ https://www.projectmanagement-training.net/development- phase/ 1/25/2021 Six Phases of Project Management - IFSM 301 6383 Foundations of Information Systems Management (2212) https://learn.umgc.edu/d2l/le/content/541520/fullscreen/205430 72/View 6/8 During the development phase, everything that will be needed to implement the project is arranged. Potential suppliers or
  • 16. subcontractors are brought in, a schedule is made, materials and tools are ordered, instructions are given to the personnel and so forth. The development phase is complete when implementation is ready to start. All matters must be clear for the parties that will carry out the implementation. In some projects, particularly smaller ones, a formal development phase is probably not necessary. The important point is that it must be clear what must be done in the implementati on phase, by whom and when. 1. The six phases of project management Implementation phase The project takes shape during the implementation phase. This phase involves the construction of the actual project result. Programmers are occupied with encoding, designers are involved in developing graphic material, contractors are building, the actual reorganisation takes place. It is during this phase that the project becomes visible to outsiders, to whom it may appear that the project has just begun. The implementation phase is the doing phase, and it is important to maintain the momentum. In one project, it had escaped the project teams attention that one of the most important team members was expecting to become a father at any moment and would thereafter be completely unavailable for about a month. When the time came, an external specialist was brought in to take over his work, in order to keep the team from grinding to a halt. Although the team
  • 17. was able to proceed, the external expertise put a considerable dent in the budget. At the end of the implementation phase, the result is evaluated according to the list of requirements that was created in the definition phase. It is also evaluated according to the designs. For example, tests may be conducted to determine whether the web application does indeed support Explorer 5 and Firefox 1.0 and higher. It may be determined whether the trim on the building has been made according to the agreement, or whether the materials that were used were indeed those that had been specified in the definition phase. This phase is complete when all of the requirements have been met and when the result corresponds to the design. Those who are involved in a project should keep in mind that it is hardly ever possible to achieve a project result that precisely meets all of the requirements that were originally specified in the definition phase. Unexpected events or advancing insight sometimes require a project team to deviate from the original list of requirements or other design documents during the implementation of the project. This is a potential source of conflict, particularly if an external customer has ordered the project result. In such cases, the customer can appeal to the agreements that were made during the definition phase. As a rule, the requirements cannot be changed after the end of the definition phase. This also applies to designs: the design may not be changed after the design phase has been completed. Should this nonetheless be necessary (which does sometimes occur), the project leader should ensure that the changes are discussed with those involved (particularly the decision-makers or customers) as soon as possible. It is also important that the changes that have been chosen are well documented, in order to prevent later misunderstandings. More information about the
  • 18. documentation of the project follows later in this handbook. 1. The six phases of project management https://www.projectmanagement-training.net/category/six- phases/ https://www.projectmanagement-training.net/implementation- phase/ https://www.projectmanagement-training.net/category/six- phases/ 1/25/2021 Six Phases of Project Management - IFSM 301 6383 Foundations of Information Systems Management (2212) https://learn.umgc.edu/d2l/le/content/541520/fullscreen/205430 72/View 7/8 Follow up phase Although it is extremely important, the follow-up phase is often neglected. During this phase, everything is arranged that is necessary to bring the project to a successful completion. Examples of activities in the follow-up phase include writing handbooks, providing instruction and training for users, setting up a help desk, maintaining the result, evaluating the project itself, writing the project report, holding a party to celebrate the result that has been achieved, transferring to the directors and dismantling the project team. The central question in the follow-up phase concerns when and where the project ends. Project leaders often joke among themselves that the first ninety per cent of a project proceeds quickly and that the final ten per cent can take years. The boundaries of the project should be considered in the beginning of a project, so that the project can be closed in the follow -up
  • 19. phase, once it has reached these boundaries. It is sometimes unclear for those concerned whether the project result is to be a prototype or a working product. This is particularly common in innovative projects in which the outcome is not certain. Customers may expect to receive a product, while the project team assumes that it is building a prototype. Such situations are particularly likely to manifest themselves in the follow-up phase. Consider the case of a software project to test a very new concept. There was some anxiety concerning whether any results would be produced at all. The project eventually produced good results. The team delivered a piece of software that worked well, at least within the testing context. The customer, who did not know much about IT, thought that he had received a working product. After all, it had worked on his office computer. The software did indeed work, but when it was installed on the computers of fifty employees, the prototype began to have problems, and it was sometimes instable. Although the programmers would have been able to repair the software, they had no time, as they were already involved in the next project. Furthermore, they had no interest in patching up something that they considered a trial piece. Several months later, when Microsoft released its Service Pack 2 for Windows, the software completely stopped functioning. The customer was angry that the product once again did not work. Because the customer was important, the project leader tried to persuade the programmers to make a few repairs. The programmers were resistant, however, as repairing the bugs would cause too much disruption in their new project. Furthermore, they perceived the software as a prototype. Making it suitable
  • 20. for large-scale use would require changing the entire architectural structure. They wondered if the stream of complaints from the customer would ever stop. The motto, Think before you act is at the heart of the six-phase model. Each phase has its own work package. Each work package has its own aspects that should be the focus of concentration. It is therefore unnecessary to continue discussing what is to be made during the implementation phase. If all has gone well, this was already determined in the definition phase and the design phase. For a more detailed description of the six- phase model and the task packets for each phase, see Wijnen (2004) and Kor (2002). https://www.projectmanagement-training.net/follow-up-phase/ 1/25/2021 Six Phases of Project Management - IFSM 301 6383 Foundations of Information Systems Management (2212) https://learn.umgc.edu/d2l/le/content/541520/fullscreen/205430 72/View 8/8 1/25/2021 Waterfall versus Agile Project Management - IFSM 301 6383 Foundations of Information Systems Management (2212) https://learn.umgc.edu/d2l/le/content/541520/fullscreen/205430 73/View 1/13 Home Contact
  • 21. 5. Waterfall versus Agile projectmanagement The six-phase model is a waterfall model. In other words, the phases take place in succession. Just as it is impossible to swim upstream against a waterfall, the pure waterfall method does not allow returning to a phase after it has been completed. During the implementation phase, it is not desirable to decide to adapt the design, thereby bringing implementation to a standstill. For a number of reasons (see e.g. McConnell, 1996; Kroll, 2004; Chromatic, 2003; Stapleton, 2002), the waterfall method is usually less suited to software-development projects. Software development is a creative process. It is nearly impossible to identify all of the requirements (functionalities) beforehand. Estimating the amount of time that will be necessary to implement a functionality is quite difficult. It should be possible for all intermediate results to be tested by users throughout the entire trajectory of the project. Cyclical methods of project management Conditions for cyclical project management Risks of cyclical project management 5. Waterval versus Agile (cyclisch) project management Software development is a creative process To outsiders, software development appears to have more to do with engineering than it does with inventing. It does, however, correspond to inventing in a number of ways. In the process of invention, one never knows in advance precisely what is going to happen.
  • 22. The designers and programmers who write new software must conceive of solutions for the problems that are set before them. Regardless of the many methods and prescriptions for work, writing programming code remains largely new and https://www.projectmanagement-training.net/ https://www.projectmanagement-training.net/contact/ https://www.projectmanagement-training.net/ https://www.projectmanagement-training.net/5-waterval-versus- agile-cyclisch-projectmanagement/ https://www.projectmanagement-training.net/software- development-is-a-creative-process/ https://www.projectmanagement-training.net/organizing- requirements/ https://www.projectmanagement-training.net/estimating-time/ https://www.projectmanagement-training.net/testing- intermediate-results/ https://www.projectmanagement-training.net/agile-cyclische- projectmanagementmethodes/ https://www.projectmanagement-training.net/cyclical-methods/ https://www.projectmanagement-training.net/risks-of-cyclical- methods/ https://www.projectmanagement-training.net/category/waterval- versus-agile/ https://www.projectmanagement-training.net/software- development-is-a-creative-process/ 1/25/2021 Waterfall versus Agile Project Management - IFSM 301 6383 Foundations of Information Systems Management (2212) https://learn.umgc.edu/d2l/le/content/541520/fullscreen/205430 73/View 2/13 therefore largely uncertain. Programmers can choose their
  • 23. solutions out of millions of possibilities that are written in dozens of programming languages, and which operate according to thousands of hardware configurations and in dozens of software platforms. Although this freedom does offer a number of advantages, it also makes the project more difficult to manage than traditional projects (e.g. construction or building projects). 5. Waterval versus Agile (cyclisch) project management It is nearly impossible to identify all of the requirements (functionalities) beforehand The waterfall method prescribes the formulation of requirements as the project result of the definition phase. Ideally, there should be little further deviation from these requirements throughout the rest of the project. The development of software according to the waterfall method requires the investment of considerable time in the beginning of the project in analysing the necessary functionalities (requirements). This leads to a functional design (for more details on functional designs, see [i]). Using the functional design as a guide, the software architect makes a technical design in the design phase. The technical design includes a description of how the desired functionalities should be implemented. Although this may appear quite straightforward, consider the following situation (example adapted from McConnell, 1996, p. 138). There is a project to produce a new automobile. As an active automobile driver, you are asked to formulate the requirements for an automobile. You consult with other drivers and create an extensive list:
  • 24. The automobile must accommodate four people. The automobile must have a steering wheel in the front on the drivers left-hand side, a brake pedal, a gas pedal and a hand brake. The automobile must have four wheels. The automobile must have white headlamps and red tail lamps. et cetera (the actual list would obviously be enormous) Using your list as a guide, the designers develop a new design, which is subsequently built several months later. One day, as you are walking down the street, you see an automobile stopping. You realise that you neglected to include brake lamps in your list! You immediately telephone the engineer of the automobile manufacturer, who nearly explodes in reaction to your call. You maintain that it is only a small change. For the automobile manufacturers, however, it is a disaster. The automobiles that have already been made must be completely disassembled, cables must be stretched from the brake pedals to the rear, the rear of the automobile must be completely re-designed in order to accommodate the brake lamps, the boot hatches that had already been produced would have to be discarded and the list goes on. While the example above is somewhat absurd, it reflects an almost daily reality in software development. Programmers erroneously assume that the clients, customers or users of the software that is to be developed know precisely what they want Clients erroneously assume that the software builders can make (and adapt) everything in the shortest possible time. This problem is the greatest source of conflict between customers and software builders. The following anecdote illustrates the fact that there are many
  • 25. conflicts between customers and software suppliers. A beginning entrepreneur wanted to obtain legal insurance for his business. He asked about the possibilities. When the broker asked him to identify the sector in which his business was active, the entrepreneur replied, ‘IT’. Too bad, replied the broker, ‘there are so many lawsuits between IT suppliers and customers that there are no insurance companies that will write legal - insurance policies for IT companies’. https://www.projectmanagement-training.net/category/waterval- versus-agile/ https://www.projectmanagement-training.net/organizing- requirements/ 1/25/2021 Waterfall versus Agile Project Management - IFSM 301 6383 Foundations of Information Systems Management (2212) https://learn.umgc.edu/d2l/le/content/541520/fullscreen/205430 73/View 3/13 5. Waterval versus Agile (cyclisch) project management Estimating the amount of time that will be necessary to implement a functionality is quite difficult The waterfall method assumes a number of phases. In their project plans, project leaders must include estimates of the amount of time (and therefore money) that will be needed for each phase. We have already seen that time estimates are generally difficult for any project, particularly if they must be made in the early stages of a project. For software projects, it is simply impossible. Imagine that it were feasible to compile a qualitatively adequate list of functionalities in the definition
  • 26. phase. In theory, the project team should then be able to provide a reasonable estimate of how much time will be necessary to implement each functionality. In practice, however, there are too many uncertainties to allow a reasonable estimate (e.g. McConnell, 1996): Once a functionality has been made, it is often discovered that the customer does not need it after all. The hours that were used in implementing this functionality can therefore be regarded as useless. Requirements change during the project. Should the functionality be implemented expensively or inexpensively? There are many possible methods of implementation and realisation. How will the functionality be designed technically? The design largely determines the amount of time that will be needed to make it. How high must the quality of the functionality be? For example, should a web application always remain completely available, or can it be offline for a few hours each year? The time needed to identify and repair errors in software can vary from minutes to weeks. How long will it take to install and integrate the new software into the customers existing systems? The lack of knowledge concerning possible solutions also complicates the estimation of time. Further, it is difficult to estimate how long it will take to acquire the necessary knowledge. The list above shows that many factors can affect the amount of time that will ultimately prove necessary to implement a new piece of software. Research (McConnell, 1996, p. 168) has shown that the estimates of the time needed to implement a functionality at the beginning of a project varies between four times too little time and four times too much time. This means that the amount of time necessary can turn out to be either four
  • 27. times higher or four times lower than a faulty estimate. These estimates become more accurate as the project progresses. After the functional design has been made, the margin is reduced to twenty-five per cent too much or too little. Only when the functionality is implemented can an estimate be provided with a high level of certainty (see Figure 8). https://www.projectmanagement-training.net/category/waterval- versus-agile/ https://www.projectmanagement-training.net/estimating-time/ 1/25/2021 Waterfall versus Agile Project Management - IFSM 301 6383 Foundations of Information Systems Management (2212) https://learn.umgc.edu/d2l/le/content/541520/fullscreen/205430 73/View 4/13 Figure 8: Accuracy of estimates of time necessary to implement a functionality (Source: McConnell, 1996, p. 168). Software is never completely free of errors. Even for the well - known packages that are used by many (e.g. Word, Excel, Explorer, OSX, PHP, Flash), there are lists of known bugs available on the Internet. New releases regularly appear on the market, in which software errors have been removed. Customers sometimes expect error-free software. In practice, however, such a goal would make it impossible to complete a piece of software. Moreover, software errors are often not inherent in the software itself. An educational game was made in Flash. It was agreed that the
  • 28. game would be delivered as a file and that the customer would install it himself on his own server. During the project, the customer requested that a high score feature be included in the game to increase competition between players. This would require a piece of script code in PHP. The game builder s made and tested the script code on their own server, which worked in Linux. It worked. The game and script code were delivered to the customer. The customer, however, had a Windows server and, for some reason, the script no longer worked well. The high scores were not saved. The programmer eventually needed a week to resolve the problem. As it turned out, the combination of PHP and Windows does not always work well. The script itself contained absolutely no errors! By using a hack, he was able to get it to work, and everyone was satisfied but who should pay for that extra week of work? Another software-development project also involved educational software. The problem was that the software worked for the programmers, but it did not work well for the customer. After trying nearly everything, the programmer decided to pay a visit to the customer. As it turned out, the customer was using an old Pentium III system. The slowness of the computer caused the poor performance of the software. The programmers had also tested the software on a Pentium III, but it had worked fine. Further investigation revealed that the customers computer was so slow because it was full of viruses and spyware. The uncertainty that is illustrated by the examples above does not simplify the writing of project plans. It also complicates agreements between the parties involved. Someone must assume the risks for extra work that must be done. If payment is on an hourly basis, the customer assumes the risk. If a fixed price has been agreed (as in grant-funded projects), the software builder assumes the risk. When more than two parties are involved, it becomes even more complicated. In such a case,
  • 29. who should pay for the extra hours in the project? Discussions often arise concerning who should be responsible for delays. In many cases, the guilty party is difficult to identify. It is quite possible that none of the parties involved is at fault, as the delay is actually the result of a faulty initial estimate of the number of hours that would be needed. Exceeding the number of project hours and the question of who should pay are frequent sources of conflict in the IT world. https://www.projectmanagement-training.net/wordpress/wp- content/uploads/2015/03/8.jpg 1/25/2021 Waterfall versus Agile Project Management - IFSM 301 6383 Foundations of Information Systems Management (2212) https://learn.umgc.edu/d2l/le/content/541520/fullscreen/205430 73/View 5/13 5. Waterval versus Agile (cyclisch) project management It should be possible for all intermediate results to be tested by users throughout the entire trajectory of the project It should be possible for all intermediate results to be tested by users throughout the entire trajectory of the project In the definition phase and the design phase, customers are asked to formulate their requirements as well as possible. This is difficult for two reasons. First, customers have only a limited conception of the possibilities or impossibilities of IT. They do
  • 30. not have a good idea of what is or should be possible or what they should or should not want. Second, customers often have only limited knowledge of their own business processes. Many IT projects involve the computerisation of a customers existing business practices. Even though customers may have worked with the processes for many years, they are often not able to define their own business processes. They can work fine in their own way, but cannot say exactly what that way is. The precise definition of processes is a precondition for making software that will drive computerisation. The complexity for customers thus increases if they must describe existing processes. The list of requirements that is developed in the definition phase is often incomplete. In the implementation phase, programmers make software according to this incomplete list. When users are confronted with the initial versions of the new software, additional requirements are identified. It looks good, but now can you make it so that I don’t have to keep entering my password? Programmers often complain that customers do not know what they want. Customers appeal to the fact that, because software developers are professionals, they should have determined earlier in the process what the customers wanted. In a software project that involved the automatic processing of applications for a web-based service, an extensive functional design was made. Long lists of requirements from the customer were compiled. A number of screen designs and flow charts were added, after which the programmers could get started. Probably because the project was under extreme time pressure or perhaps because the customers organisation was rather chaotic, the designers had neglected to include one important component: manual administration. The applications were processed by the software. Because the processing of the applications was to be automatic, the programmers thought that
  • 31. no manual administration would be desired. This requirement also did not appear in the functional design. When the software was delivered for testing, the customer realised that there were exceptions in some of the applications. These applications could not be processed automatically, but would have to be handled manually. The software, however, worked only automatically. In the waterfall method, the actual project result is tested at the end of the implementation phase. This is late in the development process. The time between the definition phase, design phase and implementation phase sometimes amounts to months or even more than a year. If design errors are discovered in a late stage of the project, it can be expensive or sometimes even impossible to adapt software without beginning an entirely new project. Because we have seen that it is practically impossible to specify all requirements beforehand, a working method that allows the possibility of testing (intermediate) results earlier is desirable. Comparing a number of prospective software houses, a customer asked the competing parties what was possible. One party was somewhat reserved and doubted whether some of the customers requests would be feasible. The other party had an aggressive sales representative. When the customer asked the sales representative if a particular request would be possible, the sales representative telephoned his programmers. Can we build a functionality that can do X? The programmer, who thought primarily in technical terms, answered that, in principal, anything was possible. Neither the programmer nor the sales representative worried about feasibility in terms of projec t management (e.g. time, money, complexity, risk). https://www.projectmanagement-training.net/category/waterval- versus-agile/
  • 32. https://www.projectmanagement-training.net/testing- intermediate-results/ 1/25/2021 Waterfall versus Agile Project Management - IFSM 301 6383 Foundations of Information Systems Management (2212) https://learn.umgc.edu/d2l/le/content/541520/fullscreen/205430 73/View 6/13 The sales representatives enthusiasm was more effective than the other parties reserved attitude had been. The customer chose the aggressive sales representatives offer. The newly acquired project subsequently came into the hands of a project leader and a group of programmers. After a time, it became apparent that the project did not fulfil the customers expectations. This had partially to do with the fact that the processes were much more complicated for the customer than they had originally appeared. During a heated discussion between the two parties, the customer referred to the fact that the sales representative had said that functionality X would not be a problem. 5. Waterval versus Agile (cyclisch) project management Conditions for cyclical project management To apply cyclical project management, a number of conditions must be met: 1. Users/customers are actively involved. In cyclical project management, the formulation of requirements, design, implementation and testing take place in each
  • 33. cycle. This means that many decisions must be taken in a cycle. If the software is to provide a good reflection of the wishes of the customer, the customer must participate actively in the project team. Customers must present their wishes as clearly as possible to the programmers and designers. This generally involves weekly (or at least bi-weekly) presence in the project team. Within a project, customers are involved with determining the desired functionalities and the planning of the cycles. They collaborate on the acceptance tests, approve or reject intermediate results and collaborate on the general direction of the project. The active involvement of the customer also leads to better results in the waterfall method. 2. The team is authorised to take decisions. Within a cycle, the project team must be authorised to do what they think is best. If the project team does not have this power, the cyclical model of project management will not work. If constant authorisation from superiors is necessary during a cycle, this can lead to stagnation. Moreover, outsiders are often poorly informed about what is going on, because they do not actively participate in the project team; this makes it difficult for them to make sensible decisions. 3. Project result (software) can be broken down into smaller parts. With cyclical project management, parts of the project are performed in a number of cycles. This is possible only if the software that is to be created is divisible into a number of more or less separate components.
  • 34. 4. The requirements that are imposed by management with regard to the software are primarily global; management does not impose direct, concrete or specific requirements. One of the strengths of cyclical project management is that the customer, designers, programmers and any testers work closely together within the cycles. If there are already specific and concrete requirements at the beginning of a project, this impedes the freedom of the project team to use their better judgment to make design choices. Many requirements on a project are revealed during the process to be in need of adaptation and should therefore not be (too) firmly established in the beginning. 5. The activities are intelligible for the customer. If considerable technical work that is difficult for the customer to understand must take place within a cycle, a risk emerges that the customer will not be in state to participate well in the team. In such a situation, the customer has very little to contribute to the necessary design choices. https://www.projectmanagement-training.net/category/waterval- versus-agile/ https://www.projectmanagement-training.net/cyclical-methods/ 1/25/2021 Waterfall versus Agile Project Management - IFSM 301 6383 Foundations of Information Systems Management (2212) https://learn.umgc.edu/d2l/le/content/541520/fullscreen/205430 73/View 7/13 A similar risk arises when the progress is not visible to the customer. For example, much of the work may involve coding, with very little being done on the user interface. It is important
  • 35. that customers have sufficient insight into the substance and progress of a cycle in order to ensure that they are not pushed into the background. 6. It should be possible to take a step backwards. Even in cyclical project management, teams sometimes pursue paths that later prove to have been wrong. In such a case, it should be possible to take a step backwards. If a new module that is created in a cycle proves inadequate, it must be possible to resume working with the old module. This imposes demands, particularly with regard to the archival and documentation of the project materials. Concurrent Versioning System (CVS) and Subversion are two helpful tools for these tasks (see Appendix 3 for a list of tools). 7. In addition to programming, programmers should be able to communicate with customers, and vice versa. Team members must be in state to think conceptually. Discipline is necessary in order to persevere with the work. 8. The organisation in which the project takes place must also offer sufficient support for this method of working. Systems for time reporting, archiving and scheduling are necessary to support the projects. These registration systems ensure the transparency that is necessary to ensure the adequate distribution of resources across projects and time. 9. Projects should have sufficient priority, team members must be released for projects. Requiring team members to work in too many projects at the same time does not work. If an organisation is insufficiently adjusted to working with projects, the flexibility of cyclical project management is likely to lead to chaos. The waterfall method also benefits from an organisation that is arranged for working with projects (see Wijnen, 2004, p.
  • 36. 111). The director of a software house, who was more of a visionary than he was a manager, had a brilliant idea nearly every month, and he was continually starting new projects in his company. Older projects were consequently never completely finished, and the employees were sometimes working on as many as five projects at once. The charismatic director had once read a book on rapid application developme nt (RAD) and was quite enthusiastic about it particularly about the aspect of rapid. He posted the basic concepts of RAD over the copier and subsequently assumed that everyone would start working according to these concepts. After all, it was a wonderful method. 5. Waterval versus Agile (cyclisch) project management Cyclical methods of project management Because of the issues that have been sketched above, a number of other methods of project management have emerged in recent years. These methods are particularly suited for IT- development projects. Examples of these relatively new streams within project management include DSDM, RUP, eXtreme Programming (XP), RAD and agile project management (McConnell, 1996; Kroll, 2004; Chromatic, 2003; Stapleton, 2002, [ii], [iii]) Although the above-mentioned methods of project management differ according to a number of aspects, they are essentially the same. Because the path toward the final goal of IT projects has proved so uncertain, these methods assume that the goal will be achieved in a number of short cycles. This is the background for the term cyclical project management for these methods.
  • 37. https://www.projectmanagement-training.net/appendix-3- resources-project-management/ https://www.projectmanagement-training.net/category/waterval- versus-agile/ https://www.projectmanagement-training.net/agile-cyclische- projectmanagementmethodes/ 1/25/2021 Waterfall versus Agile Project Management - IFSM 301 6383 Foundations of Information Systems Management (2212) https://learn.umgc.edu/d2l/le/content/541520/fullscreen/205430 73/View 8/13 Figure 9: The activities in a cycle In cyclical project management, the project goal is pursued in several short, successive consecutive cycles. Each cycle is relatively short, preferably lasting less than one month. Within each cycle, a portion of the project is carried out. Analysis, design, implementation and testing occur within each cycle. This is fundamentally different from the waterfall method, in which these activities all take place within their own separate phases. In addition, the waterfall method prescribes only single moments for definition, design, implementation and testing. In the cyclical method, this occurs many times in sequence. Various components of the software are implemented during the cycles, which are therefore independent of each other. Evaluation takes place after each cycle is completed. Should advancing insight lead to new of different requirements for the project, the activities of the subsequent cycles are adapted to take them into account.
  • 38. A cycle begins with the making or adjusting of the schedule. Next, the requirements of the result of the cycle are examined. A design is made, programmed and tested. Evaluation subsequently occurs and, in some methods, the new software is brought into use. Thereafter, the following cycle can begin, in order to carry out the following component of the project. (For a more extensive description of cyclical methods and the differences between the methods, see e.g. Kroll, 2004; Chromatic, 2003; Stapleton 2002.) The most important advantages of working with the cyclical method are as follows: Higher product quality and improved implementation of functionalities, More realistic estimates of time and money, Project team is under less pressure, Higher quality. The previous chapters have shown that it is difficult or impossible to determine of the desired functionalities accurately in the early stages of a project. In cyclical methods, the desired functionalities are implemented in several short cycles. In each cycle, a small portion of the desired functionality is not only investigated; it is designed, implemented and tested as well. The short succession of design, implementation and testing makes a particularly important contribution to quality improvement. Teams are thereby in state to make adjustments. If a design does not turn out to be good in practice, it becomes obvious during the cycle, thereby allowing adjustment. This way of working also allows customers to request adjustments.
  • 39. Another reason that cyclical project management leads to better quality is that a cycle involves intensive collaboration between customer, designers and programmers. A multi- disciplinary team jointly conceives of and implements solutions. In the waterfall method, the customer is involved primarily in the beginning, in the formulation of the requirements; thereafter, the designers make a design and then the programmers programme the software. The project leader serves as the link between all of the various parties and must ensure that information that is exchanged is delivered to the right place. In practice, many programmers and designers never see the customer, who re-emerges in the process only after the software has been completed. Cyclical methods of project management are particularly suited to projects in which the goal that is to be achieved cannot be clearly established beforehand, as in creative projects or research projects. Working in a number of cycles with a multi - disciplinary team in which the end-users are also represented allows the team to discover the real goal of the project and how it can best be achieved. Each cycle contains a point for reflection and an opportunity for adjustment. https://www.projectmanagement-training.net/wordpress/wp- content/uploads/2015/03/9.jpg 1/25/2021 Waterfall versus Agile Project Management - IFSM 301 6383 Foundations of Information Systems Management (2212) https://learn.umgc.edu/d2l/le/content/541520/fullscreen/205430 73/View 9/13
  • 40. In waterfall projects, a goal is formulated beforehand. Reflection on the original goal is less of a possibility. The originally formulated goal is never (fully) achieved, and it is likely that neither the originally formulated goal nor the goal that is achieved is exactly what was originally desired. Figure 10: Better results are achieved by working in cycles. (Illustration: Rachèl Harmsen) The last reason why cyclical project techniques generate better results is that the customer performs acceptance tests. Quality is further strengthened by using tests as criteria for well - performing functionality from the very beginning. Programmers must therefore define failing tests (or unit tests) before they write their code. The code is considered acceptable only if it passes the failing test. Test-oriented work requires programmers to prove that there are no bugs in the new code before they write new code. They do this by developing a test (failing test) that would detect any possible bugs before they begin coding. For example, imagine that a programme must be written for calculating the correct amount of change that you must receive from a candy machine. First, the availability of a function to give change must be tested. This function could be called give_change. A simple test could be made and, when it is performed, it is determined that a give_change function does not yet exist. If the programmer then makes the function but does not yet give it any substance, the test will succeed. The next step would be to test whether the machine gives the right amount of money back when an item is purchased. Insert sixty cents into the machine and buy an item that costs fifty cents. The test will not succeed, because the function is still
  • 41. empty. The programmer then writes the code. In the give_change function, he writes that the amount of change to be returned is the amount of money that was inserted in the machine, less the price of the chosen candy. The test should now succeed. The process continues in this way; for each component of the software, a test must be devised beforehand (example translated and adapted from Chromatic, 2003, p. 27 ff). The code is not the only component that must be technically tested; the functionalities must also be tested (i.e. acceptance tests). For these tests, the customer determines the conditions under which the functionalities that are to be built can be accepted, before coding begins (e.g. how quickly a computer must respond to a certain action of a user). The prior specification of the conditions under which the new functionality can be accepted has proven particularly difficult and time- consuming. Nonetheless, the active role of customers in testing is an important determinant in the success of a project. More realistic estimation of time and money With cyclical project techniques, the functionalities that are to be implemented are not written in stone at the beginning of the project. The available time is specified. Agreements are made concerning the direction in which the project will proceed, and it is determined in the process what is actually needed, useful and realistic with regard to the software that is to be made. In cyclical projects, the functionalities that are to be implemented are not established as fixed goals, and they thus avoid the risk that the necessary hours, and therefore money, can get entirely out of hand. To prevent such a situation, the available
  • 42. time is used as a starting point, and it is determined during the process what is realistic to expect in that amount of time. Also for this reason, cyclical methods of project management are much friendlier for the project team. The team does what it can do within the specified time, but is not pressured to meet unrealistic schedules or to work within an inadequate budget. Cyclical methods also facilitate the management of external suppliers. With the waterfall method, a project can become bound to a single supplier until the end of the project, regardless of the performance of that supplier. In the cyclical working https://www.projectmanagement-training.net/wordpress/wp- content/uploads/2015/03/10.jpg 1/25/2021 Waterfall versus Agile Project Management - IFSM 301 6383 Foundations of Information Systems Management (2212) https://learn.umgc.edu/d2l/le/content/541520/fullscreen/20 5430 73/View 10/13 method, is theoretically possible to make new agreements for each cycle or even for each component to be delivered and, if necessary, to change suppliers. 5. Waterval versus Agile (cyclisch) project management Risks of cyclical project management Cyclical methods of project management sometimes allow insufficient time to implement the desired functionalities. Because the amount of time is pre-determined, fewer functionalities will
  • 43. probably be made than were originally assumed. This is indeed a real risk, but it is also inherent in the waterfall method. In the waterfall method, the definition phase includes an extensive analysis of requirements. This analysis could be expected to generate better time planning. This is often not the case in practice, however, for the reasons that are mentioned above. Functionalities are left out in this method as well, as there is not enough money to implement them. In cyclical methods, requirements are handled pragmatically. For example, the requirements in cycles can be divided according to the MoSCoW rules (Stapleton, 2003): Must Have: requirements that are essential for the system Should Have: important requirements that people really want Could Have: requirements that are desirable, but which can be easily omitted Want to Have: but will not have this time round: requirements that can wait until later Regardless of the fact that there may be no more time for particular functionalities, the DANS project managers agree that cyclical work yields more customer satisfaction than the waterfall method does. At any rate, the expectations are consistently better managed, and the projects deliver results that actually work, even if they are less elaborate than originally hoped. One frequently mentioned disadvantage of XP is that considerable power comes to rest with the programmers. If they misuse this power, they can hide behind the customers lack of technical knowledge. Preventing this situation requires a project leader who can serve the interests of both the programmers and
  • 44. the customer. Such project leaders assist their customers in choosing and planning the cycles, making the technical background of choices intelligible and providing for administration and reporting. Finally, another disadvantage of XP is that there is a steep learning curve for programmers, managers and customers with regard to the introduction of the method. 5. Waterval versus Agile (cyclisch) project management https://www.projectmanagement-training.net/category/waterval- versus-agile/ https://www.projectmanagement-training.net/risks-of-cyclical- methods/ https://www.projectmanagement-training.net/category/waterval- versus-agile/ 1/25/2021 Waterfall versus Agile Project Management - IFSM 301 6383 Foundations of Information Systems Management (2212) https://learn.umgc.edu/d2l/le/content/541520/fullscreen/205430 73/View 11/13 1. The six phases of project management Initiation phase Definition phase Design phase Development phase
  • 45. Implementation phase Follow up phase 2. Managing a project Time Money Quality Organisation Information 3. Project reporting 4. The sales representative and the politician 5. Waterval versus Agile (cyclisch) project management Creative proces Organizing requirements Estimating time Testing intermediate results Cyclical methods Conditions for cyclical methods Risks of cyclical methods
  • 46. 6. DANS software-development method 7. Programme management Appendix Appendix 1: Causes delays IT projects Appendix 2: Roles within a project Appendix 3: Resources project management Appendix 4: License handbook Appendix 5: DANS and makers of handbook Appendix 6: Action-and-decision list Appendix 7: Sample Issue log Appendix 8: Sample Risk log Appendix 9: Sample meeting report Appendix 10: Sample project plan https://www.projectmanagement-training.net/category/six- phases/ https://www.projectmanagement-training.net/initiation-phase/ https://www.projectmanagement-training.net/definition-phase/ https://www.projectmanagement-training.net/design-phase/ https://www.projectmanagement-training.net/development- phase/ https://www.projectmanagement-training.net/implementation- phase/
  • 47. https://www.projectmanagement-training.net/follow-up-phase/ https://www.projectmanagement- training.net/category/managing/ https://www.projectmanagement-training.net/time/ https://www.projectmanagement-training.net/money/ https://www.projectmanagement-training.net/quality/ https://www.projectmanagement-training.net/organisation/ https://www.projectmanagement-training.net/information/ https://www.projectmanagement-training.net/category/project- reporting/ https://www.projectmanagement-training.net/category/sales- representative-and-politician/ https://www.projectmanagement-training.net/category/waterval- versus-agile/ https://www.projectmanagement-training.net/software- development-is-a-creative-process/ https://www.projectmanagement-training.net/organizing- requirements/ https://www.projectmanagement-training.net/estimating-time/ https://www.projectmanagement-training.net/testing- intermediate-results/ https://www.projectmanagement-training.net/agile-cyclische- projectmanagementmethodes/ https://www.projectmanagement-training.net/cyclical-methods/ https://www.projectmanagement-training.net/risks-of-cyclical- methods/ https://www.projectmanagement-training.net/category/dans- software-development/ https://www.projectmanagement- training.net/category/programme-management/ https://www.projectmanagement- training.net/category/appendices/ https://www.projectmanagement-training.net/appendix-1- causes-of-delays-in-it-projects/ https://www.projectmanagement-training.net/appendix-2-roles- within-a-project/
  • 48. https://www.projectmanagement-training.net/appendix-3- resources-project-management/ https://www.projectmanagement-training.net/appendix-4- license-handbook/ https://www.projectmanagement-training.net/appendix-5-dans- and-makers-handbook/ https://www.projectmanagement-training.net/appendix-6- sample-action-and-decision-list/ https://www.projectmanagement-training.net/appendix-7- sample-issue-log/ https://www.projectmanagement-training.net/appendix-8- sample-risk-log/ https://www.projectmanagement-training.net/appendix-9- sample-meeting-report/ https://www.projectmanagement-training.net/appendix-10- sample-project-plan/ 1/25/2021 Waterfall versus Agile Project Manageme nt - IFSM 301 6383 Foundations of Information Systems Management (2212) https://learn.umgc.edu/d2l/le/content/541520/fullscreen/205430 73/View 12/13 Appendix 11: Sample budget Appendix 12: Sample financial statement Resources Traveling to Amsterdam Contactform & address Colophon
  • 49. Downloads Terms & Conditions Privacy Project Management Handbook About us E-learning environment Project management tools Projectmanagement-training.net https://www.projectmanagement-training.net/appendix-11- sample-budget/ https://www.projectmanagement-training.net/appendix-12- sample-financial-statement/ https://www.projectmanagement- training.net/category/resources/ https://www.projectmanagement-training.net/contact/traveling- to-amsterdam/ https://www.projectmanagement- training.net/contact/contactform-address/ https://www.projectmanagement-training.net/colophon/ https://www.projectmanagement-training.net/downloads/ https://www.projectmanagement-training.net/wordpress/wp- content/uploads/2018/07/TermsAndConditions.pdf https://www.projectmanagement-training.net/privacy/ https://www.projectmanagement-training.net/articles- tools/book/ https://www.projectmanagement-training.net/about-us/ http://www.projectmanagement-training.com/?lang=en
  • 50. https://www.projectmanagement-training.net/articles/project- management-tools/ 1/25/2021 Waterfall versus Agile Project Management - IFSM 301 6383 Foundations of Information Systems Management (2212) https://learn.umgc.edu/d2l/le/content/541520/fullscreen/205430 73/View 13/13 March 2008 www.stsc.hill.af.mil 1 3 Many software developers have a love-hate relationship with requirements. They love having a list of things they need to engineer into the product they are building, but they hate it when the require- ments are unclear, inaccurate, self-contra- dictory, or incomplete. They are right to be concerned. The price is high for teams that fail to define requirements or that do it poorly. Ill-defined requirements result in require- ments defects, and the consequences of these defects are ugly [1- 6]: • Expensive rework and cost overruns. • A poor quality product. • Late delivery. • Dissatisfied customers. • Exhausted and demoralized team members.
  • 51. To reduce the risk of software project failure and the costs associated with defec- tive requirements, project teams must address requirements early in software development and they must define requirements properly. A Short Review of Requirements Before we get to the nitty-gritty of build- ing requirements models, let us look at some basic requirements concepts. User requirements – the focus of this article – are one of three types of requirements (see Figure 1). The other two types are those related to the mission or business and those that describe the software itself. Business requirements are statements of the business rationale for the project. These requirements grow out of the vision for the product which, in turn, is driven by mission (or business) goals and objectives. The product’s vision statement articulates a long-term view of what the product will accomplish for its users. It should include a statement of scope to clarify which capabilities are and are not to be provided by the product. User requirements define the software requirements from the user’s point of view, describing the tasks users need to accomplish with the product and the qual-
  • 52. ity requirements of the software from the user’s point of view. Users can be broadly defined to include not only the people who access the system but also inanimate users such as hardware devices, databases, and other systems. In the systems pro- duced by most government organizations, user requirements are articulated in their concept of operations document. Software requirements are detailed descriptions of all the functional and non- functional requirements the software must fulfill to meet business and user needs. Nonfunctional requirements include soft- ware design constraints, external inter- faces, and quality attributes such as per- formance, security, installation ability, availability, safety, reusability, and more [7]. Software requirements, which are docu- mented in a software requirements specifi- cation, establish an agreement between technical specialists and business man- agers on what the product must do. The key activities in requirements development are the following: elicitation, analysis, specification, and validation [8]. In elicitation, you identify the sources of requirements and solicit requirements from those sources. Requirements elicita- tion relies on appropriate stakeholder involvement, one of the most critical ele- ments for project success [9]. The goal of requirements analysis is to sufficiently
  • 53. understand and define the requirements so that stakeholders can prioritize and allocate them to software. Specification involves differentiating and documenting functional and nonfunctional require- ments and checking that the requirements are documented unambiguously and com- pletely. Validation examines the require- ments to ensure that they satisfy user’s needs. Elicitation and analysis are crucial early Good Practices for Developing User Requirements© Defining user requirements – the needs of the stakeholders who directly interact with the system – is arguably one of the most dif- ficult challenges in building complex systems. When it comes to defining user requirements for software, it is essential to use models to document and analyze the requirements. This article provides a requirements model roadmap that helps software development teams understand the effective use of requirements models. It also describes good practices for creating and using these models. Ellen Gottesdiener EBG Consulting Why the project is being undertaken. Business Requirements
  • 54. User Requirements Software Requirements What users will be able to do with the product. What the developers need to build. Level 1: Level 2: Level 3: Figure 1: Requirements Levels © 2007 Ellen Gottesdiener. 1 4 CROSSTALK The Journal of Defense Software Engineering March 2008 activities that require intense stakeholder involvement. To analyze the requirements you are eliciting, a key good practice is to create requirements models (also referred to as analysis models): user requirements repre- sented by text (such as tables, lists, or matrices), diagrams, or a combination of text and graphical material [7]. These models facilitate communications about
  • 55. requirements with your stakeholders. As you elicit requirements from stake- holders and represent them using require- ments models, you should verify your models to ensure they are internally con- sistent. You also need to prioritize your requirements: With active user involve- ment, you analyze the trade-offs among requirements to establish their relative importance [8]. The User Requirements Model Roadmap Now let us take a closer look at user requirements models. The beauty of the Requirements Model Road Map (Figure 2) is that it shows the relationships between the three types of requirements (business, user, and software) and categorizes the models you can use to represent each type. Each model is designed to answer one of the 5Ws + 1H questions: Who? What? When? Why? How? [7]. (Note that the question Where? pro- vides information mainly about nonfunc- tional requirements. Although these are not user requirements – which depict function- al requirements – analysts asking Where? during analysis will also discover a slice of useful quality attributes such as perfor- mance and usability). In addition, the user requirements model falls into three categories: scope,
  • 56. high-level and detailed, and alternative models. Some models (shown in italics in Figure 2) are useful for analyzing the busi- ness process, and others are useful for clar- ifying project scope. Defining stakeholder categories early in elicitation, for example, identifies the people you should involve in requirements modeling. High-level and detailed models, such as use cases, a data model, and business rules, can reveal requirements defects such as errors, omis- sions, and conflicts. Requirements analysts and engineers can substitute alternative models when the engineers better commu- nicate requirements or fit the project cul- ture. Each requirements model represents information at a different level of abstrac- tion. A model such as a state diagram rep- resents information at a high level of abstraction, whereas detailed textual requirements represent a low level of abstraction. By stepping back from the trees (textual requirements) to look at the forest (a state diagram), the team can dis- cover requirements defects not evident when reviewing textual requirements alone. Because the requirements models are related, developing one model often leads to deriving another. Examples of one model driving another model are the fol- lowing: • Actors initiate use cases.
  • 57. • Scenarios exemplify instances of use cases. • A use case acts upon data depicted in the data model. • A use case is governed by business rules. • Events trigger use cases. In this way, you can use various routes to harvest one model from another. This approach helps you develop the models quickly while at the same time verifying the model’s completeness and correctness. User Requirements Models Here, in alphabetical order, are brief descriptions of the common user require- ments models shown in the User Requirements Models Road Map. Activity Diagram An activity diagram is a model that illus- trates the flow of complex use cases using Unified Modeling Language (UML) nota- tion. This model is useful for showing use case steps that have multiple extension steps, and for visualizing use cases. Actor Map An actor map is a model that shows actor interrelationships. An actor map supple- ments the actor table and can also be used
  • 58. as a starting point for identifying use cases. Actors can be written on index cards (one per index card) or drawn using the UML notation. UML depicts actors in an actor map as stick figures, as boxes (supplement- ed by the notation “<<Actor>>”), or as a combination (e.g., stick figures for human actors, and boxes for nonhuman actors). Actor Table An actor table is a model that identifies and classifies system users in terms of their roles and responsibilities. This model helps reveal missing system users and identifies functional requirements as user goals (use cases), and also management to clarify job responsibilities. Business Policies Business policies are guidelines, standards, and regulations that guide or constrain the conduct of a business. Policies are the basis for the decision making and knowledge that are implemented in the software and in manual processes. Whether imposed by an outside agency or from within the company, policies are used to streamline operations, increase customer satisfaction and loyalty, reduce risk, improve revenue, and adhere to legal requirements. This model helps you identify policies allocated to business peo- ple, which in turn allows management to prepare for software implementation by updating procedures, guidelines, training, forms, and other assets needed to enforce the policies. Some policies are also allocat-
  • 59. ed to software for implementation. Business Rules Business rules are text statements that decompose business policies. Business rules describe what defines, constrains, or enables the software behavior. You use Business Requirements 1 Why the project is being undertaken. Business Requirements User Requirements Software Requirements What users will be able to do with the product. What the developers need to build. Project Charter Product Vision
  • 61. n t Scope High-Level and Detailed Alternative Models * Business Model Stakeholder Categories Actor Table Optional: Actor Map, Dialog Map Prototypes Dialog Hierarchies Personas Who? Relationship Map* Glossary Context Diagram Data Model Class Model Data Dictionary
  • 62. Data Tables What? Event-Response Table State Diagrams State-Data MatrixWhen? Business Policies Business Rules Decision Tables Decision TreesWhy? Process Map* Use Cases Optional: Use Case Map, Use Case Packages Scenarios, Stories Activity Diagrams, Data Flow Diagrams How? Level 1: Level 2:
  • 63. Level 3: Figure 2: User Requirements Model Roadmap The Beginning Good Practices for Developing User Requirements March 2008 www.stsc.hill.af.mil 1 5 business rules to specify the controls that govern user requirements and to clarify which rules should be enforced in software and which will be allocated to business people. Because business rules require data, defining the rules will uncover need- ed data. User requirements depend on the complete and correct enforcement of business rules. Class Model A class model is a diagram that shows the classes to be used in a system. A class is the generic definition of a collection of simi- lar objects (persons, places, events, and physical artifacts). You use a class model in projects employing object-oriented software development methods, tools, or databases. Context Diagram A context diagram is a model that shows the system in its environment with the external entities (people and systems) that
  • 64. provide and receive information or mate- rials to and from the system. This model helps stakeholders to quickly and simply define the project’s scope and to focus on what the system needs as inputs and pro- vides as outputs. A context diagram helps the team derive requirements models (such as actors, use cases, and data model information) and can reveal possible scope creep problems as new external entities are added. Data Dictionary A data dictionary is a model that provides a description of the data attributes and structures used in a system. This model is a central place for defining each data ele- ment and describing its data type, length, and format. Some project teams use data modeling tools that provide data dictio- nary capabilities. Data Flow Diagram (DFD) A DFD is a model that shows related inputs, processes, and outputs for process- es that respond to external or temporal events. Unlike use cases (which are orient- ed toward actor goals), DFDs focus on the data that goes in and out of each process, taking an internal view of how the system handles events. Data Model A data model shows the informational needs of a system by illustrating the logi- cal structure of data independent of the
  • 65. data design or data storage mechanism. You use a data model to identify, summa- rize, and formalize the data attributes and structures needed to satisfy functional requirements and to create an easy-to- maintain database. Data models help to simplify design and programming and help identify external data entities (other systems that supply data to the software). Data Table A data table is a model in the form of a table that contains sample data to elicit and validate a data model or data dictio- nary. Each row represents a set of occur- rences in an entity, and each column rep- resents sample attributes. Decision Table A decision table is a model that specifies complex business rules concisely in an easy-to-read tabular format. A decision table documents all the possible condi- tions and actions that need to be account- ed for in business rules. Conditions are fac- tors, data attributes, or sets of attributes and are equivalent to the left side of atom- ic business rules. Actions are conclusions, decisions, or tasks and are equivalent to the right side of atomic business rules. Factors that must be evaluated form the top rows of the table. Actions make up the bottom rows of the table. Decision Tree
  • 66. A graphical alternative to a decision table, a decision tree presents conditions and actions in sequence. Each condition is graphed with a decision symbol represent- ing yes or no (or a true or false conclusion). Branches to additional conditions are drawn left to right. Actions are drawn inside rectangles to the right of the branch to which they apply. Dialog Hierarchy A dialog hierarchy is a model that shows the dialogs in a system (or Web page) as a hierarchy. It does not show transitions. Dialog Map A dialog map is a diagram that illustrates the architecture of a system’s user inter- face. It shows the visual elements that users manipulate to step through tasks when interacting with the system. Dialog maps can be used to uncover missing or erroneous use case paths and to validate use cases, scenarios, or both in require- ments walkthroughs with users. Event-Response Table An event-response table model identifies each event (an input stimulus that triggers the system to carry out a function) and the event responses resulting from those functions. An event-response table defines the conditions to which the system must respond, thereby defining the functional requirements at a scope level. (Each event
  • 67. requires a predictable response from the system.) This model can also reveal needs for external database access or file feeds. Glossary The glossary is a list of definitions of busi- ness terms and concepts relevant to the software being developed or enhanced. Persona The persona is a description of an actor as a fictitious system user or archetype. You describe each persona as if he or she is a real person with personality, family, work background, preferences, behavior patterns, and personal attitudes. The focus is on behavior patterns rather than job descriptions. Each persona description is written as a narrative flow of the person’s day with added details about personality. Four or five personas represent the roles that use the system most often or are most important to the functional require- ments. Process Map A process map is a diagram that shows the sequence of steps, inputs, and outputs needed to handle a business process across multiple functions, organizations, or job roles. This model helps you identi- fy the processes that are allocated to the business (manual processes) and those that will be allocated to software. Prototype
  • 68. A prototype is a partial or preliminary ver- sion of a system created to explore or val- idate requirements. Exploratory proto- types can be mock-ups using paper, white- boards, or software tools. Relationship Map A relationship map is a diagram that shows the information and products that are exchanged among external customers, suppliers, and key functions in the organi- zation. This model helps you understand the organizational context of the project by identifying affected business functions and their inputs and outputs. Scenario A scenario is a description of a specific occurrence of a path through a use case (i.e., a use case instance). Example: A cus- tomer calls to reschedule a job, adding another service and requesting a repeat customer discount. Stakeholder Categories Stakeholder categories are structured arrangements of groups or individuals who have a vested interest in the product being developed. You use this model to understand who has an interest in or who has influence on the product, who will use the software and its outputs, and who the product will affect in some way. These
  • 69. groups and individuals will need to be kept informed about requirements progress, conflicts, changes, and priorities. State-Data Matrix A state-data matrix model shows attribut- es that are added or changed during a state change. Each attribute is identified in the data model and data dictionary. State Diagram A state diagram is a visual representation of the life cycle of a data entity. Events trigger changes in data, resulting in a new state for that entity. Each state is a defined condition of an entity, a hardware compo- nent, or the entire system that requires data, rules, and actions. A state diagram can also show actions that occur in response to state changes. You use a state diagram to understand how events affect data and to identify missing requirements such as events, business rules, data attrib- utes, and use case steps. Story A story is a text description of a path through a use case that users typically doc- ument. Stories replace use cases and sce- narios when you are planning releases for agile projects. Stories are essentially detailed scenarios, but each story is judged by developers to require less than two weeks to develop. When combined with acceptance tests, stories are roughly equiv- alent to use cases.
  • 70. Use Case The use case describes in abstract terms how actors use the system to accomplish goals. Each use case is a logical piece of user functionality that can be initiated by an actor and described from the actor’s point of view in a technology-neutral manner. Use cases summarize a set of related sce- narios. The purpose of use cases is to reveal functional requirements by clarifying what users need to accomplish when inter- acting with the system. Use cases are a nat- ural way to organize functional require- ments and can be easier for users to under- stand and verify than textual functional requirements statements. Use Case Map The use case map is a model that illus- trates the work flow of use cases. Each use case map represents a set of highly cohesive use cases sharing the same data, often triggered by the same events or ini- tiated by the same actor. Use Case Package The use case package is a logical, cohesive group of use cases that represents higher level system functionality. You create a use case package by combining use case maps or grouping use cases. Most systems will have multiple packages. You can use a UML file folder notation to show each package, and you can name each package
  • 71. according to its functionality. Good Practices for Modeling User Requirements Following good requirements modeling practices (see Good Practices for Modeling User Requirements, Table 1) is the key to successful development of user require- ments. These practices accelerate model- ing, engage stakeholders, and give you high-quality requirements – ones that are correct, complete, clear, consistent, and relevant. The first good practice is to represent and agree on the project’s scope early in requirements elicitation. Why? It has to do with scope creep – the unrestrained expansion of requirements as the project proceeds. Scope creep is one of the great- est risks in software development [6]. A clear definition of product scope narrows the project’s focus to enable better plan- ning, better use of time, and better use of resources. Moreover, scope-level models establish a common language that team members can use to communicate about the requirements and help to articulate the boundary between what is in and what is not in scope for the product. Another good practice, as mentioned earlier, is to document your product using multiple user requirements models. Each model describes one aspect of a problem
  • 72. the product will address. Thus, no single model can describe all the requirements. Furthermore, elements of one model often link to elements of another, so one model can be used to uncover related or missing elements in another model. It is also good to use both text and graphics to represent user needs. Multiple representations tap into different modes of human thinking. Some people think more precisely with words, and others understand concepts more quickly via dia- grams. Using both types of representa- tions leverages these different thinking modes. In addition, mixing text and graphics makes requirements develop- ment more interesting and engaging. It provides variety and permits stakeholders to understand their requirements from more than one angle. You should also select models that fit the domain of your product. That is because some models are better suited to communicate requirements for certain domains. For example, When models (such as an event-response table and a state machine diagram) are well suited to dynamic domains – those that respond to continually changing events to store data and act on it based on its state at a point. Another well-known good practice is to develop your requirements iteratively. Each iteration is a self-contained mini-
  • 73. project in which you undertake a set of activities – elicitation, analysis, specifica- tion, and validation – resulting in a subset of requirements. The rationale for this practice is that user requirements seldom remain unchanged for a long period. On teams using agile methods, each iteration also incorporates the work needed to deliver the working software that satisfies those requirements. In some domains, requirements change faster than the sys- tem or subsystem can be developed. In addition, the cost of implementing changes increases dramatically as the pro- ject proceeds. Developing requirements in an evolving manner is essential in reducing these risks. You can also use requirements models to identify requirements defects. The interconnections among the models help to expose any inconsistencies in related models. This self-checking accelerates the team’s ability to uncover missing, erro- neous, vague, or conflicting requirements. The Beginning 1 6 CROSSTALK The Journal of Defense Software Engineering March 2008 1. Define, represent, and agree on the project’s scope early in requirements elicitation. 2. Document your product using multiple user requirements
  • 74. models. 3. Select models that fit the domain of your system. 4. Develop requirements models iteratively. 5. Use requirements models to identify requirements defects. 6. Use models to communicate: Create simple, readable diagrams focused less on beauty and more on understanding. 7. Conduct retrospectives as you iterate through requirements development. Table 1: Summary: Good Practices for Modeling User Requirements Good Practices for Developing User Requirements March 2008 www.stsc.hill.af.mil 1 7 When you are creating graphical mod- els, it is crucial to create simple, readable diagrams. The benefit of diagrams is that they give you a way to quickly communi- cate complex, controversial, or unclear requirements. Thus, you should avoid complex, hard-to-read diagrams. Draw diagrams manually to begin with or use an easy-to-learn drawing tool. Keep them simple and easy to read. Focus on main- taining accuracy and exposing unclear or incorrect requirements – not beauty or completeness. The final good practice I want to men- tion applies whether or not you are using
  • 75. modeling: I always tell my clients to con- duct short retrospectives at the end of each requirements iteration. A retrospective is a special meeting in which the team explores what works, what does not work, what can be learned from the just com- pleted iteration, and what ways to adapt their processes and techniques before starting another iteration [10, 11]. Retrospectives allow for early learning and correction and may be your team’s most powerful tool for process improvement. On Your Way Software development teams enjoy access to a world of tools and technologies, but building truly successful software still depends on team members gaining a deep understanding of user needs. When your team is developing a software product, you will save time, money, and frustration by using appropriate models to describe and analyze the product’s user require- ments.u References 1. Reifer, Donald J. “Profiles of Level 5 CMMI Organizations.” CrossTalk Jan. 2007. 2. Schwaber, Carey. “The Root of the Problem: Poor Requirements.” IT View Research Document. Forrester Research, 2006
  • 76. 3. Dabney, James B., and Gary Barber. “Direct Return on Investment of Software Independent Verification and Validation: Methodology and Initial Case Studies.” Assurance Technology Symposium, June 2003 <http:// sarpresults.ivv.nasa.gov/ViewResearch /24.jsp>. 4. Hooks, Ivy F., and Kristina A. Farry. Customer-Centered Products: Creat- ing Successful Products Through Smart Requirements Management. New York: Amacom, 2001. 5. Nelson, Mike, James Clark, and Martha Ann Spurlock. “Curing the Software Requirements and Cost Estimating Blues.” The Defense Acquisition University Program Manager Magazine Nov.-Dec. 1999. 6. Jones, Capers. Patterns of Software Systems Failure and Success. Boston, MA: Thomson Computer Press, 1996. 7. Gottesdiener, Ellen. Software Requirements Memory Jogger: A Pocket Guide to Help Software and Business Teams Develop and Manage Requirements. Methuen, MA: Goal/QPC, 2005. 8. Institute of Electrical & Electronics Engineers (IEEE). “IEEE Software
  • 77. Engineering Body of Knowledge.” IEEE Computer Society, 2004 <www.swebok.org>. 9. Standish Group International. “CHAOS Chronicles.” Standish Group International, 2003. 10. Kerth, Norman L. “Project Retro- spectives: A Handbook for Team Reviews.” New York: Dorset House, 2001. 11. Gottesdiener, Ellen. “Team Retro- spectives for Better Iteration Assess- ment.” The Rational Edge Apr. 2003 <http://ebgconsulting.com/Pubs/ Articles/TeamRetrospectives-Gottes diener.pdf>. About the Author Ellen Gottesdiener, principal consultant, EBG Consulting, helps get the right requirements so projects start smart and deliver the right product at the right time. Her book, “Require- ments by Collaboration: Workshops for Defining Needs” describes how to use multiple models to elicit requirements in collaborative workshops, and “The Software Requirements Memory Jogger” describes essentials for requirements
  • 78. development and management. In addi- tion to providing training, eLearning and consulting services, she speaks at and advises for industry conferences, writes articles, and serves on the Expert Review Board of the International Institute of Business Analysis Business Analysis Body of Knowledge. EBG Consulting, Inc. 1424 Ironwood DR West Carmel, IN 46033 Phone: (317) 844-3747 E-mail: [email protected] Get Your Free Subscription Fill out and send us this form. 517 SMXS/MXDEA 6022 Fir Ave Bldg 1238 Hill AFB, UT 84056-5820 Fax: (801) 777-8069 DSN: 777-8069 Phone: (801) 775-5555 DSN: 775-5555 Or request online at www.stsc.hill.af.mil NAME:______________________________________________ __________________________ RANK/GRADE:_______________________________________