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Ladislav Martincik
Technical Advisor at Foundum S.L.
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Education
Technology
Business
My observations and stuff I learned about projects, teams, and related stuff.
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Ladislav Martincik
Technical Advisor at Foundum S.L.
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Super Projects
1.
2.
3.
Customer
4.
Project Design
Process
5.
Teams
6.
Summary
7.
8.
9.
10.
11.
being naive,
naive way
12.
the czech
way
13.
not being
able to say "No"
14.
do not
separate projects from company itself
15.
not enough
projects
16.
17.
select right
customers
18.
clear statement
who's your customer
19.
Michal Berg
(eSports.cz)
20.
learn to
say "No" to customers, 80/20
21.
project control
( you vs customer )
22.
manipulation from
customer
23.
check your
customer credit
24.
25.
Good products
CANNOT fix bad strategy
26.
Strategy determines:
27.
market segment
we'll compete IN
28.
compete WITH
29.
HOW we'll
compete
30.
31.
internal economics
32.
distribution channels
33.
competition channels
34.
do good
job at setting the strategy
35.
deeply understand
the customer
36.
customer reviews
37.
38.
Project Control
Triangle
39.
Schedule (Time)
40.
Resources
41.
42.
43.
Reality scenarios:
44.
Fix Resources,
Fix Time, Variable Scope
45.
Fix Resources,
Fix Scope, Variable Time
46.
The best
thing you can do is to fix your team which is part of the resources
47.
Always try
to add non-human resource if possible ( computation to speedup devel. )
48.
49.
Structure is
the key to freedom
50.
"The key
is to standardize the lower levels of process architecture."
51.
2 ways
of doing this standardization:
52.
Modular structure
53.
54.
External interfaces
55.
Object Oriented
Programming
56.
57.
58.
Information generation
59.
Decentralized Control
& Feedback
60.
Queues
61.
Automate
62.
Development (
TDD, CIA, Paperless )
63.
Business (
eMyth - Michael E. Gerber )
64.
Other patterns
65.
66.
Discovery phase
( Inspired - Marty Cagan )
67.
68.
69.
Information theory
70.
71.
72.
Decentrealized control
is better for quickly changing markets
73.
Introduce Decision
rules to allow lower parts of hierarchy to make decisions faster
74.
Most dev
teams use rule: "Do not ask for permission ask for forgiveness."
75.
76.
Good for leaders
with high skills presured by time
77.
Closed Feedback
loop
78.
Group Feedback
79.
Change dynamics by
adding/removing member
80.
Personal Feedback
81.
82.
Observe time
of item in the queue
83.
For better
queue fighting is to have multi-functional members of the team
84.
Teach programmers
to do a bit of desing and designer a bit of coding
85.
86.
( eMyth -
Michael E. Gerber )
87.
Dev Automation
88.
Testing (
CIA )
89.
Servers (
Clouds )
90.
Backups
91.
92.
Scrum
93.
Kanban or
Scrumban
94.
Toyota System
95.
Lean Startup
96.
97.
Team Structure
98.
Collaboration
99.
Motivation vs
Inspiration
100.
101.
Teach them to
teach other
102.
Pair Programming/Work
103.
People for
People
104.
We write
code for people not computers.
105.
Hire the
best people you can
106.
3 types
of people
107.
Make excuses
(Lazy)
108.
Do whatever
it takes (Kamikaze)
109.
110.
Size 7
+- 2 ( Complexity of Communication )
111.
Women in
the team
112.
Architect =
Consistency
113.
Product Owner/Manager
114.
"Project without PO
is like Movie without director."
115.
116.
High respect for
each other's competence on the topic of the collaboration
117.
Have skills and
permission to creatively bargain with each other over costs and benefits
118.
Reality over Virtuality
( Whiteboard )
119.
120.
Story of
Teacher and grades
121.
Game Mechanics
122.
Forsquare, Geolocation
123.
Work vs
Game play
124.
3D world
simulation
125.
126.
Story of
Pensioner and Kids
127.
Specialized skills
+ Facilitation skills (pay attention to work) = Success
128.
129.
Quite place,
Food, Maslow's hierarchy
130.
Momentum
131.
Default mode
of our behaviour
132.
Solving problem
for need of solving problems
133.
STOP
134.
Step back
135.
Think and
decide
136.
Organize
137.
138.
Begin with P.C.
Triangle
139.
Deliberately Desing your
Design process
140.
Modules, Patterns
141.
Generate Info early
142.
Work on your
Feedback loops
143.
Observe Queues
144.
Automate
145.