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Kinsley Foster
July 27, 2019
PM 430
Software Implementation Portfolio Project
Abstract/Executive summary:
The purpose of this project is to implement new software into
the company to increase productivity. The company uses its
current software to create logos, labels, and many other things
for large companies. The other goals are to update the
protection on the software because in the past there have been a
few problems with the security of the software and the
information on the software. Another important goal is to have
the computers and memory updated to work more efficiently
that before. The software has been slow and has not been able to
keep up with the new graphics needed for the current projects.
The software will crash and then be down for days or longer.
This is causing loss of customers and over all bad for the
company.
The overall goal for this project is for the new software to be
installed, working properly, and producing the power needed to
create the projects for the company. I, as the project manager
have decided to do agile methodology for the project. There
have been multiple projects prior to this one done the same way
and it seemed to go well for the company. The project is set to
start August eight, so in just a few days and everything is going
as planned. The deadline for this project is December twelfth.
The project should be about one hundred days long from
begging to end. The budget for this project is two hundred fifty
thousand dollars and it is being estimated at just over two
twenty-four thousand dollars. There is a continuity budget of
twenty thousand dollars.
Work Breakdown Structure
Activity/Network Diagram:
Due to space the rest of the Network diagram will be submitted
in MS project form. To view critical path, logical relationships,
lead/lag, and ES/EF/LS/LF will be easier to view in MS project
as well.
Schedule and Budget:
To look at the schedule and budget more in depth and to view
the rest of it please view microsoft project.
Change Management Plan:
This project will be an agile project methodology. Since this
projec is agile methodology there will be a lot of change and
will need to be processes in place to manage the changes. One
important tool that will be used to keep up with changes is a
change request form. This form will help state what is needed
and why and all of the details for the change. Anther important
tool is managing the triple constraint of the scope, budget, and
quality of the project. When changes come these things will
change too. Manging these things can help keep the project
from risks and other problems.
The process that will be used for this project is the John Kotters
eight-step change process. It consists of eight steps to guide and
lead change in a project. The first step is creating urgency. This
is basically like triaging the changes by determinng which ones
are most important and need to happen sooner than less
important changes. Forming a team for the change is the next
step. This step is important because without a team to make the
change happen. The next step is creating a vision. This step is
to help everyone vision the change and what it can do and why
it is neccascry. Removing obstabcles is the next step. This step
is important because every project will have problems come up
and having the team come together to fix these things is very
important. Creating short-term wins is the next step and this one
is about showeing the group what rewards can come out of the
project change that is happening. Repeating the steps is the next
step. This step is to simply repeat the steps to ensure that the
change was effective and nothing was missed. Finally, is to
embed the change into the project and let it function as normal
now.
Communication Mangement:
Every project has to have commuication within it. During this
project there will be progress report meetings, quailty report
meetings, risk report meets, staff meetings, change meetings,
budget meetings, resource meetings, and many more types of
meetings that are important to all staff.
Communication Diagram:
Who: How:
Vendor communication:
Software selection meetings, email, video confrences for
ordering materials
Contractor communication:
Quality report meetings, risk meetings, weekly report meetings,
and emails.
Stakeholders
Quality report meetings, risk meetings, change request
meetings, weekly report meetings, emails, phone calls,
conference and calls.
Customers
Quality report meetings, risk meetings, change request
meetings, weekly report meetings, emails, phone calls,
conference and calls.
Employees:
Quality report meetings, risk meetings, change request
meetings, weekly report meetings, emails, phone calls,
conference calls, morale meetings, and morning start up
meeting.
Risk Management plan:
Quality control and management:
Controlling and managing quality for a project is very important
and challenging for a project. You want to be able to ensure
quality throughout the project to make sure that the products
that are being delivered are to the quality standard needed and
promised. One thing that can be done is to do audit the quality
of the project. This is done by auditing different departments on
its progress and quality and it helps you determine the quality.
Anther thing that can be done is to do quality assurance on
certain things like the processes the project. For example, if you
needed to measure quality on the installation of the software
you could test the software to ensure that it is working properly
and to its full limits. If not, then you know that there was
something wrong with the install. Controlling quality is
important and can be done by using the tools to ensure they are
to the right standards. For example, if the tools are used and it
is determined that the quality is low or not to standard then that
gives you the information you need to fix the problem. If you do
not measure or monitor quality, then the products produced will
not meet the customers needs.
Procurement Plan:
The Procurement plan for a project is about purchasing items
from outsources or external companies or people for the project.
The Procurement plan is a plan about how these items were
obtained and things that were done to select these items and the
process of selection. Some of the steps in procurement
management is managing the items ordered, reviewing the
orders, reviewing the receipts, and more. Procurement can also
be about physical work being done in a project.
Make or Buy Analysis: This analysis is very important to our
company. This is an analysis done to analysis if it would be in
the interest of the company to make (complete the task in
house) or buy (outsource the work). This analysis is done by
analyzing the costs for both methods, resources, materials,
timeline, scheduling, and workload.
Statement of work:
Purpose: The reason this project is needed for our company is
because the current software we have is not strong enough to
handle the new graphics needed to make our products.
Scope: This software implementation project is for the
implementation of new software in our company. The overall
deliverable is to have a functioning software application able to
produce our high quality adds, logos, and more. There is an
overall budget of two hundred fifty thousand dollars. The
scheduled work time is at ninety-nine days.
Deliverables: The overall deliverable is to have functioning
software on all computers in our company.
Location: Green Dot Company 1234 Perters Street Greenburg
MI, 56998
Payments: Vendor will be paid up front for costs of the project
and their personal pay
Project Period dates: August 1, 2019- December 17, 2019
Selection Criteria: This helps our company choose the correct
vendor for your project by seeing which vendor can meet your
requirements best for our project.
1: Not able to perform much of the criteria
5: Able to give the best performance for the Criteria
Criteria:
Vendor A
Vendor B
Vendor C
Able to upgrade all computers with new software
4
3
1
Able to deliver the finished product on time
4
1
4
Able to deliver the finished product on budget
5
1
4
Able to produce the product with acceptable quality
Past experience with software implementation
3
5
2
Overall Rating
16
10
11
Stakeholder Register:
Role:
Contacts
Category:
Influence:
Interest:
Expectations:
Project Sponsor
Blake Smith
Phone: 858-858-8585
Email:bfgreendot.com
Internal
High
High
Keep project strategies allgined
Project Manager
Kinsley Foster
Phone: 656-656-6565
Email:kfgreendot.com
Internal
High
High
Project to be delivered on time and on budget
PMO
Samuel Barnes
Phone: 959-959-9595
Email: sbgreendot.com
Internal
High
Moderate
Software implementation done successfully
CEO
Ashely Green
Phone: 787-787-7878
Email:aggreendot.com
Interanl
Moderate
Moderate
New software to help increase company’s customers and
maintain
Productions manager
Bellamy Barker
Phone: 656-656-6565
Email:bbgreendot.com
Internal
Low
Moderate
To product high quality products
Stakeholder Engagement Assessment Matrix:
Stakeholder
Unaware
Resistant
Nuetral
Supportive
Leading
Project sponsor
C
D
Project Manager
C
PMO
C
D
CEO
C
Productions Manager
C
D
References:
Wale, S., Wale, S. (2017, May 09). Stakeholder Register
Template. Retrieved July 26, 2019, from https://www.techno-
pm.com/2017/05/stakeholder-register-excel-template.html
(n.d.). Reitrieved July 25, 2019, from
https://www.projectengineer.net/3-types-of-stakeholder-matrix/
(n.d.). Retrieved July 26, 2019, from
https://tenstep.com/Procumentmanagementplan
Communication Matrix How-to & Template. (n.d.). Retrieved
July 26, 2019, from https://www.teamgantt.com/communication-
matrix-template
Manage and Control Quality. (n.d.). Retrieved July 24, from
https://www.greycampus.com/opencampus/project-management-
professional/perform-quality-assurance
Quality Assurance. (n.d.). Retrieved July 24, 2019, from
https://aim.landscapetoolbox.org/quality-assurance-quality-
control/quality-assurance/
How to Lead a Change Management Process. (n.d.). Retrieved
July 26, 2019, from
https://www.projectmanager.com/software/use-cases/change-
management
Harrin, E. (2019, January 22). Manage Changes On your
projects while keeping it all moving forward. Retrieved July 26,
2019, from https://www.thebalancecareers.com/managing-
changes-on-project-4041353
6 Strategies for your software implementation plan. (2019,
February 13). Retrieved July 26, from
https://lab.getapp.com/software-implementation-plan/
IMPACT OF VIDEO GAMES ON ADOLESCENCE 2
The Impact of Video Games on Adolescence
Name
Institution
Running head: IMPACT OF VIDEO GAMES ON
ADOLESCENCE 1
Abstract
For the past couple of years, computers and video games
are among the most preferred and desired activities for relief
and leisure. Psychological researchers have been in a long time
been striving to ascertain the impact, originating from personal
and inherent influencers on behavior among youth, in
comparison to surrounding influencers. With continued
research, interest and desire grew towards the capacity of the
media, including video games, have in the blossoming
behavioral changes among the youth. With higher weight on the
effect of violent media in the shaping of hostile behavior and
nature among adolescents.
Not long ago, research conducted has been able to determine
and establish the adverse effects, violent games have influenced
adolescents. Recently, violent video games have been reported
to impact prosocial behaviors such as empathy, self-control, etc.
negatively and positively affect hostile behavior among
adolescents. In an effort by researchers to determine the effect
of playing video games on the aggressive nature and prosocial
behavior, video games had a substantial direct and indirect
impact on individual behaviors. The findings yielded in various
prevention and intervention approaches to curtail hostile
behavior and encourage prosocial behavior.
Introduction
Video games provide the opportunity for participants to
feel part of the gaming script. New games with the advancement
in technology, have become complicated, requiring more and
constant attention on particular video games. In comparison to
series, TV shows, players tend to relate more emotionally and
physically towards the video games. Video games affect
positively and negatively the teens. In the modern era of
technology video games are considered complementary to
adolescents. Research depicts the majority of youth play video
games approximately on daily basis.
Video games availed in the more recent past, have raised
concern on whether they are suitable for consumption for the
teens and adolescents. Some nations, have even participated in
monitoring and regulating of violent and offensive video games.
Violent video games have recently gained popularity among the
youth, with research experts blaming violent content in video
games regarding the adopted aggressive nature among the youth
observed lately. The current situation among the increasing
cases of violence between the adolescents cannot solely blamed
on the violent video games, mental health and various social
influences have been found potential contributors (Gentile &
Thomas, 2016, pp. 39).
Notwithstanding the extensive research carried out, no
consensus established on whether youth hostility is direct as a
result of engaging in violent video games. Various cynics have
spotted correlation between aggressive behavior among the
youth could be possible from influencers such as mental health
and other social influencers. Also, despite the accusations
regarding the negative influence of video games on academic
excellence, such findings have been found inadequate. On
research conducted recently in respect of the above statement,
the disparities among academic performance were almost
insignificant in relation to the frequency of video gaming
(Boxer & Docherty, 2015, pp 672).
More recently, there has been an emergence of interest in games
supporting learning, positive attitude development, skill
development, etc. Roughly about half youth were acclaimed to
prefer games with violent content, while a smaller portion
preferred educational video games with less violent content. In
this paper, we will examine both positive and negative impacts
that accrue among adolescents and young adults.
Majority of adolescents and teens have argued that video games
create and avail the opportunity to break away from the various
occurrences within their life cycle. A large portion of
adolescents tends to get rid of their issues lingering on their
minds through the assassination of fictional characters. Also,
violent games have made the youth more tolerable to violence.
Teacher reports have also shown cases of difficulties in
concentration and poor sleeping patterns. Video games that
promote prosocial characteristics, the young adults tend to be
more helpful and express empathy. However, video games with
violent content have shown to be significant influencers of
violence among adolescents. The reoccurrence of extreme
patterns has proven a useful tool to enhance violent behavior
among youths.
Beginning with the positive effects;
Positive effects of video games on adolescence
To the surprise of many, video games do possess positive
impact on teens and youths. Among the most recognized
favorable results towards teen include; the ability to enhance
manual dexterity and enhance computer literacy. Here are some
of the positive impacts;
Enhance learning capabilities; Contradicting the previous
perception, video games are more likely to strengthen and
improve on memory, visual comprehension, better
concentration, better decision making through limiting
distractions etc. In recent research, video games avail favorable
effects also derived from academic courses, as it enhances the
capability of the teen to be able to think through various
phenomenon critically.
Eye and hand symbiosis; In respect to the shooter type of video
gaming console, they aid in the development and coordination
of the players’ eyes and hands. There are games, to be
proficient in them require absolute mastery of such coordination
of the eyes and hands. According to the shooter of games,
accurate tracking and precision of speed, and focus are of
utmost importance and require mastery. The brain performs a
vital role in organizing, collecting the data, and making the
right moves using the hands.
Accurate intelligence; While playing video games, it entails
mainly making decisions and best ones to that fact to aid in
desirable results. Some of the choices are required within split
seconds, as every second count and to be yield desirable
outcome thus require split second accuracy. Constant attention
goes hand in hand with accurate thinking, undivided attention
aid in mastery of any slight changes that would influence your
decision making (Coyne & Stockdale, 2018).
Capability to derive solutions for difficulties; As earlier
discussed majority of videogames require decision-making
procedures. Games that entail speed, aim, and precision, require
accurate and critically thought out decisions while maintaining
undivided attention. Right decisions provide a solution to
difficulties presented during various levels. Adolescents when
they engage and participate in strategic games, it massively aids
in the skill that assists in solving of challenges presented in
each level.
To ward off restlessness and improve on mood; In comparison
to violent games, there are games which will enhance the mood
and help in containing anxiety; such games include angry birds.
Recent research termed it an essential emotional benefit, teens
derive happiness when engaging in video games. The games
involve various levels, which in turn require different levels of
skill and attention, upon failure, one can retry, in turn, enable
youths to cope with failures even in real life.
Enhance the theory of progressive thinking; In conjunction with
developing learning abilities as discussed earlier, teens who
participate in games that entail great thinking, for example,
puzzles, promote the ideology of incremental intelligence.
Through engaging in different engaging problems, adolescents
can gain mastery and more knowledge with endeavor and time.
Video games enable the development of creativity. Research has
been able to correlate greater creativity with video gaming, in
spite of age, race, and gender. Every human being have needs,
including psychological needs, teens who play video games tend
to derive happiness as they engage in gaming activities.
Additionally, he/he can gain mastery and share accomplishment
over the online platform, if the teen participates in multiplayer
gaming media. Due to competitiveness, he derives satisfaction
and the feeling of being an accomplisher (Verheijen &
Cillessen, 2019, pp.301).
Some games also provide good work out sessions. Such
video games include Nintendo Wii Boxing. They give a regular
workout similar to walking several miles. Video games also aid
in development of eyesight to some extent. According to
research conducted, it established through playing games the
brain can train the eyes to take keen note of small changes,
details, and slight light temperatures. With further studies,
video games enhanced the structure of the brain. Videogamer
minds, when examined, and portion involved in attention were
found more efficient and parts correlated to visuospatial skills
were also improved and worked efficiently. In contrary to
misperception of the majority, video games are not significantly
contributing to rise in mental illnesses, rather they act as a
preventive element, mostly towards peer relationship issues
among teens.
Resource management and planning, video gamers utilize
resources which are limited and make appropriate decisions on
how to exploit such resources. Example of such games includes
Railroad Tycoon. In research conducted by, The American
Planning Association, established majority of SimCity players
were inspired to pursue a career in urban planning and
architecture. Positive effects regarding video games are rooted
in the type of genre of video games chosen. Violent games tend
to possess more adverse effects than pleasant ones.
Adverse effects of video games on adolescence
As discussed earlier, video games possess both positive and
negative impact on the development of young adults. Adverse
effects, on the other hand, is mainly correlated with the amount
of effort and time put on the video game. Here are some of the
hostile effects;
Hostility among adolescents; In conjunction with video games
containing violent content, they are the root cause of aggression
among young adults. According to a comprehensive meta-
analysis, research has established violent video games are
natural element for hostility in behavior among adolescents.
Various research has argued, prolonged exposure to video
games can even numb kids and the youth towards hostility and
also lower prosocial behavior such as empathy.
Obsession with gaming; Prolonged exposure to video gaming
time can lead to addiction. Addicted gamers are most likely to
be introverts, can sprout anxiety and depression. In turn, as the
teen tries to cope with restlessness and social phobia, they tend
to rely more on video games. In such cases, the factors tend to
influence each other (Boxer & Docherty, 2015, pp.673).
Faulty academic excellence; Video games if not appropriately
regulated, can to some extent, influence the performance of
teens in their studies in school. Research and further studies
have established that prolonged hours taken into gaming can
negatively impact academic performance in school. Research
concluded that almost half of adolescent player's obsessive with
playing, generally perform poorly in school, while slightly
below a quarter of teens who are light users are likely to
perform better in respective academic fields.
Unfavorable effect on fitness; Since most video games require
sitting and less of physical activity, excessive gaming can
favorably affect one’s health, as more time spent on virtual
video games. Recent reports have indicated an increase in
obesity levels among adolescents with little to no time engage
in physical activities with majority being pathological gamers.
Adolescents have also been found to forfeit adequate sleep and
food a result of an obsession to video games. The rays also
emitted from the use of huge plasma screens, and prolonged
exposure of such rays can seriously affect the eyesight abilities
in the long term (Coyne & Thomas, 2016, pp.41).
Engaging in violent gaming such as call of duty, by research,
increases gray matter in the region of the caudate nucleus while
inhibiting the same in the hippocampus region of the brain.
Deficient gray matter in the latter area tends to give rise to
illnesses such as schizophrenia. In comparison, Super Mario
video games have shown to exhibit vice versa. Earlier research
established and ascertained video games improve to some
extents concentration among teens, contrary to the stated fact
above, recent research found video games, to some extent
hinder adolescent’s concentration, adolescents here tend to
concentrate short term but affect long-term durations.
According to Big Disconnect: Protecting Childhood and
Family Relationships in Digital Age: teens and youth engaging
in video games should be minimized and at best completely
reduced, in case of trips. Adolescents should be able to be
given freedom to be able to deal with anxieties, talk to fellow
siblings or relatives, receive reassurance from their guardians
and availed sufficient space and time to daydream. Adolescents
who tend to engage in more than one hour of video gaming time
are more likely to suffer from ADHD, as compared to those who
don't engage in any kind of gaming console. The negative
influence also affects adolescents in academic during school
hours. During participating in video games, players tend to
acquire foul language and unacceptable behavior from members
who might share the same online gaming platform. Video games
also tend to alternate fantasy with reality (LeBourgeois &
Buxton, 2017).
Conclusion
Majority of teens and adolescents are now more than ever
exposed to video games. Statistics show more than three-
quarters of teens around U.S play and engage in video games.
The well-liked form of media came with its sets of pros and
cons toward the users, mainly adolescents and young adults.
Video games range from prosocial to violent games.
Unfortunately, the majority of youth and teens prefer violent
games, including Shooters type of games. Prompting rise in
aggression reported among teenagers and adolescents lately.
Violent games have contributed to some extent hostility among
tees but also in conjunction with other factors ranging mental
illness, gender diversity, etc. Adolescents tend to show more
empathy and assist in their daily activities if they engage in
video games promoting prosocial tasks.
Despite weaknesses in approach in the meta-analysis, there was
evidence to support poor development among adolescents, to
possess positive correlation with hostile media consumption.
Positive effects of video games mainly anchored on the type of
rating on the video game. Hostile games possess more
adversities than benefits. Some of the positive impacts of video
gaming include, prosocial games e.g. puzzles enhance empathy
among players while educational games improve interactive
skills and cognitive abilities among adolescents. Video games
also tend to relax teens from anxiety and improve moods of
adolescents, for example, Angry Birds. Improve manual
dexterity, through coordination of mouse and keyboard young
adults master shortcuts to enhance fast responses.
Adverse effects also rooted in the amount of exposure to gaming
consoles. The adverse effects include unfavorable health
diversities, through prolonged exposure o harmful rays towards
the young developing teens, etc. Parent education concerning
video games should entail ways to monitor and select gaming
ratings to avoid and curb negative effects from videogames
(Padilla-Walker & Memmott-Elison, 2018 pp.301).
References
Boxer, P., Groves, C. L., & Docherty, M. (2015). Video games
do indeed influence children and adolescents’ aggression,
prosocial behavior, and academic performance: A clearer
reading of Ferguson (2015). Perspectives on Psychological
Science, 10(5), 671-673.
Coyne, S. M., Warburton, W. A., Essig, L. W., & Stockdale, L.
A. (2018). Violent video games, externalizing behavior, and
prosocial behavior: A five-year longitudinal study during
adolescence. Developmental psychology, 54(10), 1868.
Gentile, D. A., Swing, E. L., Anderson, C. A., Rinker, D., &
Thomas, K. M. (2016). Differential neural recruitment during
violent video game play in violent-and nonviolent-game players.
Psychology of Popular Media Culture, 5(1), 39.
LeBourgeois, M. K., Hale, L., Chang, A. M., Akacem, L. D.,
Montgomery-Downs, H. E., & Buxton, O. M. (2017). Digital
media and sleep in childhood and adolescence. Pediatrics,
140(Suppl 2), S92.
Padilla-Walker, L. M., Coyne, S. M., Kroff, S. L., & Memmott-
Elison, M. K. (2018). The protective role of parental media
monitoring style from early to late adolescence. Journal of
youth and adolescence, 47(2), 445-459.
Verheijen, G. P., Stoltz, S. E., van den Berg, Y. H. & Cillessen,
A. H. (2019). The influence of competitive and cooperative
video games on behavior during play and friendship quality in
adolescence. Computers in Human Behavior, 91, 297-304.
PPM SOFTWARE IMPLEMENTATION
PPM SOFTWARE IMPLEMENTATION 18
Individual Project 2
Program Management
Joshua Johnson
PM430
7/16/2019
Date: July 16, 2019
To: John Smith, Project Management Office Director for
Colorado Builders
From: Joshua Johnson, Program Manager for Colorado Builders
Subject: Program Management Software Implementation
Introduction
The purpose of this report is to discuss the implementation of
both a project portfolio management software tool and strategic
planning software for our organization, Colorado Builders, and
the benefits of each to our organization. As discussed in my
prior briefing, our organization is not currently running any
form of project portfolio management software that would assist
with the management of our various construction projects and
will be implementing the use of NetSuite OpenAir soon. In
addition to this software suite, we will also be implementing a
roll out of KPI Fire software, which is a strategic planning
software suite that will help with the strategic planning for our
business. Since these two individual projects are similar in
nature, they are being rolled into one program that we will call
the S & P Program, which is short for the two types of software
that are being implemented. The following pages will discuss
this project in further detail.
Program management is a new venture that our business is
beginning to incorporate into our strategic plan. As our
organization is rapidly expanding due to increased approvals of
new projects, it will be beneficial to us to start managing
projects on a larger scale, and to combine similar projects into
various programs. The benefits of incorporating program
management far outweigh any potential negatives that may
arise. I will begin by discussing the steps to implement program
management in our organization and the overall benefits of
program management and will follow that up with the benefits
that each of these two individual projects will provide for our
organization.
When introducing program management into an organization,
there are a couple of steps that need to occur in order to assure
that the process goes as smooth as possible. First, a program
management office should be created that consists of enough
program managers to handle the various programs within the
organization. Next, the organization will want to identify
programs, and the projects that will make up those programs.
This can be either a top down or bottom up process. If the
organization chooses the top down method, management will
begin with the strategic goals, and look at projects to determine
which program to place them in to reach the strategic goals. For
the bottom up method, the organization will look at individual
projects to determine dependencies and relationships between
projects and place them in programs based on that assessment
(Rongala, 2015).
Program management will provide a big picture view of the
organization’s individual projects, and how they will help to
achieve the strategic goals that are in place (Rongala, 2015).
When managing individual projects, project managers may tend
to focus solely on their project, with the end goal of simply
completing that project. The project manager may not think
about the organization as a whole and how their project lines up
with the other projects in the company. However, program
management will provide that necessary overall view of each
project and how to best manage them. Program management can
allow for things such as looking at each project to determine if
it aligns with the organizations strategic goals and cancelling a
project if it does not align. That simply will not happen if each
project is managed individually.
Program management will also provide for the sharing of
resources between projects within a program (Harrin, 2016).
When projects are managed individually, project managers may
fight over resources that could be shared between multiple
projects. For example, in our organization our logistics
department should be a shared resource but if managed
individually one project manager may believe their project is
most important and will monopolize the use of the logistics
personnel. When managed as a program, the program manager
will look at each project and determine the best method for the
sharing of resources. The program manager can implement
priorities for each project, so that the most important or time
pressed projects can utilize the resource first. Using shared
resources that have been prioritized, the program manager can
ensure that the projects that have the largest effect on the
strategic goals of the organization are completed first (Harrin,
2016).
A third benefit of program management is that it can save
money for the organization (Rongala, 2015). By using shared
resources, knowledge, and lessons learned, projects can create a
larger profit. For example, in our organization we have one
project that involves the construction of an industrial warehouse
and another project that involves the construction of an
industrial shipping and receiving facility. Both projects are
similar in nature and could benefit from the use of shared
knowledge and lessons learned. As the warehouse project
proceeds, knowledge such as building codes and permit
procedures are learned. Once the shipping and receiving project
gets underway it would be beneficial and time saving to utilize
that same knowledge on that project instead of relearning it
from scratch. This will save our organization money by having
to spend less time, and wages, to figure out how to accomplish
these tasks.
The two projects that make up the S & P Program are software
installation projects that will assist our program management
office reach the strategic goals set forth by upper management.
The first project, the implementation of NetSuite OpenAir, will
assist with the management of both individual projects and
programs. The second project, the implementation of KPI Fire,
will assist with reaching our organizations strategic goals. This
software will provide applications for key performance
indicators, budgeting, forecasting, strategic planning, and idea
management. It allows employees throughout the organization
to submit ideas for strategic improvements or goals and allows
management to prioritize those ideas for use in the organization
(KPI Fire, n.d.).
Combining these two projects into the S & P Program will
provide numerous benefits. The top benefit to this program will
be the sharing of resources between both projects. Since our
organization only has one information technology department, it
will be a shared resource between both projects. The PMO can
prioritize the use of the IT department to quickly achieve the
strategic goals that are associated with this program. For
example, the IT department will be responsible for user training
on each software suite. Instead of having two separate classes to
teach the users each software suite, they can be combined into
one class that may take less time and planning. Certain users
and offices can also be placed higher on the priority list to
receive software installations and training so that they can begin
using the software as early as possible. This would include
users such as the PMO office and senior leadership. The long-
term effect of properly sharing resources between these two
projects will be money saved for the organization. If resources
are correctly shared, each project can be finished faster than if
each were completed as stand-alone projects. Finishing the
projects faster will result in both software suites being used
earlier, which will increase profits for the organization. In
addition to the sharing of resources and cost savings, the
program manager will be able to objectively compare both
projects in real time to determine if any changes need to occur
in order to reach the strategic goals of Colorado Builders.
Individual Project 3
PPM Software Tool Installation for Colorado Builders
Joshua Johnson
PM430
7/24/2019
Abstract and Executive Summary
Colorado Builders is beginning a project to implement a new
project portfolio management software program. Having a
proper project portfolio management software tool will
transform our approach to program and project management and
will help to grow our business by ensuring that we choose the
right projects for the right reasons. The software tool that has
been chosen for our organization is NetSuite OpenAir. This
project portfolio management software supports all stages of the
project management life cycle with applications to manage
projects, resources, expenses, and timesheets. This project plan
will discuss the tasks associated with this project through a
depiction of the work breakdown structure and network
diagram, the project schedule, the project budget, the change
management plan, the risk management plan, the quality
management plan, the procurement management plan, and the
stakeholder management plan of this project.
Work Breakdown Structure
1 PROJECT PORTFOLIO MANAGEMENT SOFTWARE
TOOL IMPLEMENTATION
1.1 PROJECT MANAGEMENT TASKS
1.1.1Initiation Phase Planning
1.1.1.1 Develop project charter
1.1.1.2 Identify stakeholders
1.1.1.3 Initiation complete
1.1.2Project Planning
1.1.2.1 Create scope
1.1.2.2 Gather requirements
1.1.2.3 Create WBS and schedule
1.1.2.4 Costs and budget
1.1.2.5 Create quality management plan
1.1.2.6 Create risk management plan and risk analysis
1.1.2.7 Create communications plan
1.1.2.8 Planning complete
1.2 SOFTWARE INSTALLATION
1.2.1IT department installation
1.2.2Software testing and validation on IT department machines
1.2.3PMO Office installation
1.2.4Senior Management installation
1.2.5Senior Management Admin installation
1.2.6Human Resources installation
1.2.7Accounting department installation
1.2.8Operations department installation
1.2.9Engineering department installation
1.2.10 Research and Development installation
1.2.11 Marketing department installation
1.2.12 Purchasing department installation
1.2.13 Quality Assurance department installation
1.2.14 Production department installation
1.2.15 Customer Service department installation
1.2.16 Sales department installation
1.2.17 Security department installation
1.2.18 Contracting department installation
1.2.19 Logistics department installation
1.2.20 Warehouse installation
1.2.21 Integration department installation
1.2.22 New Hire Training department installation
1.2.23 Construction department installation
1.2.24 Software testing of all departments
1.2.25 Installation and testing complete
1.3 USER SOFTWARE TRAINING
1.3.1PMO training
1.3.2Senior Management training
1.3.3Admin training
1.3.4HR training
1.3.5Accounting training
1.3.6Operations training
1.3.7Engineering training
1.3.8R & D training
1.3.9Marketing training
1.3.10 Purchasing training
1.3.11 Quality Assurance training
1.3.12 Production training
1.3.13 Customer Service training
1.3.14 Sales training
1.3.15 Security training
1.3.16 Contracting training
1.3.17 Logistics training
1.3.18 Warehouse personnel training
1.3.19 Integration training
1.3.20 New Hire Training department training
1.3.21 Construction department training
1.3.22 All training complete
1.4 SOFTWARE GOES LIVE
Network Diagram
Below is the Microsoft Project network diagram for this project.
The critical path is shown in red.
Schedule
Below is the schedule for this project with task names,
durations, start and finish dates, and resources assigned. Due to
the layout of Microsoft Project, not all assigned resources are
showing in these screenshots. For example, for task 1.1.2.2
Gather Requirements, the assigned resources are the entire
project team, but the software only displays the first resource of
Project Manager.
Budget
This is an internal project, so there are no external customers to
pay for services provided. The costs of this project will consist
of the project teams’ salaries, the users’ salaries during
training, and the monthly subscription cost of the software
during the implementation period.
Project Name: PPM Software Implementation
Date: 7/24/2019
Key: PM = Project Manager
Project Manager: Joshua Johnson
PS = Project Sponsor
PT = Project Team (7 IT personnel)
U# = Number of users within the department
Task Name
Resource
Daily Rate
Days
Estimate
Develop project charter
PM, PS
PM $384, PS $450
15
$12,510.00
Identify stakeholders
PM, PS, PT
PM $384, PS $450, PT $1345
5
$10,895.00
Create scope
PM
PM $384
6
$2,304.00
Gather requirements
PM, PS, PT
PM $384, PS $450, PT $1345
6
$13,074.00
Create WBS and schedule
PM
PM $384
6
$2,304.00
Costs and budget
PM
PM $384
7
$2,688.00
Create quality management plan
PM
PM $384
7
$2,688.00
Create risk management plan and risk analysis
PM
PM $384
7
$2,688.00
Create communications plan
PM
PM $384
6
$2,304.00
IT department installation
PM, PT
PM $384, PT $1345
2
$3,458.00
Software testing and validation on IT department machines
PM, PT
PM $384, PT $1345
7
$12,103.00
PMO Office installation
PM, PT
PM $384, PT $1345
2
$3,458.00
Senior Management installation
PM, PT
PM $384, PT $1345
2
$3,458.00
Senior Management Admin installation
PM, PT
PM $384, PT $1345
2
$3,458.00
Human Resources installation
PM, PT
PM $384, PT $1345
2
$3,458.00
Accounting department installation
PM, PT
PM $384, PT $1345
2
$3,458.00
Operations department installation
PM, PT
PM $384, PT $1345
2
$3,458.00
Engineering department installation
PM, PT
PM $384, PT $1345
2
$3,458.00
Research and Development installation
PM, PT
PM $384, PT $1345
2
$3,458.00
Marketing department installation
PM, PT
PM $384, PT $1345
2
$3,458.00
Purchasing department installation
PM, PT
PM $384, PT $1345
2
$3,458.00
Quality Assurance department installation
PM, PT
PM $384, PT $1345
2
$3,458.00
Production department installation
PM, PT
PM $384, PT $1345
2
$3,458.00
Customer Service department installation
PM, PT
PM $384, PT $1345
2
$3,458.00
Sales department installation
PM, PT
PM $384, PT $1345
2
$3,458.00
Security department installation
PM, PT
PM $384, PT $1345
2
$3,458.00
Contracting department installation
PM, PT
PM $384, PT $1345
2
$3,458.00
Logistics department installation
PM, PT
PM $384, PT $1345
2
$3,458.00
Warehouse installation
PM, PT
PM $384, PT $1345
2
$3,458.00
Integration department installation
PM, PT
PM $384, PT $1345
2
$3,458.00
New Hire Training department installation
PM, PT
PM $384, PT $1345
2
$3,458.00
Construction department installation
PM, PT
PM $384, PT $1345
2
$3,458.00
Software testing of all departments
PM, PT
PM $384, PT $1345
14
$24,206.00
PMO training
PT, U5
PT $1345, U $750
2
$4,190.00
Senior Management training
PT, U8
PT $1345, U $5400
2
$13,490.00
Admin training
PT, U10
PT $1345, U $1000
1
$2,345.00
HR training
PT, U3
PT $1345, U $750
2
$4,190.00
Accounting training
PT, U3
PT $1345, U $750
2
$4,190.00
Operations training
PT, U5
PT $1345, U $950
2
$4,590.00
Engineering training
PT, U3
PT $1345, U $750
1
$2,095.00
R & D training
PT, U3
PT $1345, U $750
1
$2,095.00
Marketing training
PT, U2
PT $1345, U $600
1
$1,945.00
Purchasing training
PT, U2
PT $1345, U $500
1
$1,845.00
Quality Assurance training
PT, U4
PT $1345, U $760
1
$2,105.00
Production training
PT, U10
PT $1345, U $1500
1
$2,845.00
Customer Service training
PT, U5
PT $1345, U $750
1
$2,095.00
Sales training
PT, U4
PT $1345, U $1080
1
$2,425.00
Security training
PT, U3
PT $1345, U $345
1
$1,690.00
Contracting training
PT, U2
PT $1345, U $500
1
$1,845.00
Logistics training
PT, U5
PT $1345, U $950
1
$2,295.00
Warehouse personnel training
PT, U10
PT $1345, U $1150
1
$2,495.00
Integration training
PT, U5
PT $1345, U $750
1
$2,095.00
New Hire Training department training
PT, U1
PT $1345, U $150
1
$1,495.00
Construction department training
PT, U100
PT $1345, U $19,000
1
$20,345.00
Cost of Monthly Software Subscription
SOFTWARE
$340
157
$53,380.00
Contingency Budget
$10,000.00
Total Estimated Budget Through Software Roll Out
$309,925.00
Change Management Plan
1. Change Control Process
a. The following process will be followed if a change to this
project is required:
i. A Change Request Form (CRF) will be used to communicate
any potential change. The CRF must describe the potential
change, the reasoning for the change, and the any effects the
change may have on the project (Deploy Opex, 2018).
ii. The Project Manager will review the proposed change and
determine whether to proceed with the request (Deploy Opex,
2018).
iii. Both the Project Manager and Project Sponsor (Change
Control Board) will review the CRF together and approve it for
further investigation or rejection. If the investigation is
approved, the Project Manager will sign the CRF, which will
allow for the investigation to be funded. The investigation will
determine the effect that the implementation of the CRF will
have on project price, schedule, and scope of the project
(Deploy Opex, 2018).
iv. Once the investigation is complete, the Project Manager and
Project Sponsor will review the impact of the proposed change
and, if mutually agreed, a Change Authorization will be
executed (Deploy Opex, 2018).
v. A written Change Authorization and/or CRF must be signed
by both parties to authorize implementation of the investigated
changes (Deploy Opex, 2018).
2. Sample Project Change Request Form
Project Change Request Form
1.) SUBMITTER - GENERAL INFORMATION
CR#
Type of CR
|_| Enhancement
|_| Defect
Project/Program/Initiative
Submitter Name
Brief Description of Request
Date Submitted
Date Required
Priority
|_| Low
|_| Medium
|_| High
|_| Mandatory
Reason for Change
Other Artifacts Impacted
Assumptions and Notes
Comments
Attachments or References
|_| Yes
|_| No
Link:
Approval Signature
Date Signed
2.) PROJECT MANAGER - INITIAL ANALYSIS
Hour Impact
Duration Impact
Schedule Impact
Cost Impact
Comments
Recommendations
Approval Signature
Date Signed
3.) CHANGE CONTROL BOARD – DECISION
Decision
|_| Approved
|_| Approved with Conditions
|_| Rejected
|_| More Info
Decision Date
Decision Explanation
Conditions
Approval Signature
Date Signed
Risk Management PlanRisk Categories:
The high-level categories in which risks can occur on this
project are:
1. Hardware failures
2. Staffing issues
3. Budget issues
4. Software failures
5. Insufficient training
Explanation of Risks:
1. Should the computer hardware that the software is being
installed on fail for any reason during installation, further
investigation will be needed to determine the root cause before
proceeding with the installation.
2. Employees on the project team (IT personnel, project
manager) could potentially have unplanned absences from work.
3. Budget issues could arise if the project is delayed for any
reason, or if hardware or software require replacement.
4. If any of the software installations fail for any reason during
installation, further investigation will be needed to determine
the root cause before proceeding with the installation.
5. IT personnel who are responsible for providing user training
must be subject matter experts on the use of all aspects on the
software, and users must try to learn their applicable parts of
the software. Should any of this not happen it could result in
retraining.
Risk Register:
Risk Category
Description of Risk
Potential Impact on Project
Hardware failures
Should the computer hardware that the software is being
installed on fail for any reason during installation, further
investigation will be needed to determine the root cause before
proceeding with the installation.
The project could be delayed while a root cause analysis is
conducted to determine if this is a systemic or isolated problem.
Staffing issues
Employees on the project team (IT personnel, project manager)
could potentially have unplanned absences from work.
Employee absences could cause delays in the project.
Budget issues
Budget issues could arise if the project is delayed for any
reason, or if hardware or software require replacement.
Any delay in the project, or replacement of hardware or
software, could cause the project to go over budget.
Software failure
If any of the software installations fail for any reason during
installation, further investigation will be needed to determine
the root cause before proceeding with the installation.
The project could be delayed while a root cause analysis is
conducted to determine if this is a systemic or isolated problem.
Insufficient training
IT personnel who are responsible for providing user training
must be subject matter experts on the use of all aspects on the
software, and users must try to learn their applicable parts of
the software. Should any of this not happen it could result in
retraining.
Insufficient training could result in retraining for users which
could potentially delay final delivery of the software.
Risk Analysis:
Probability interpretation: 5 is the highest probability, and 1 is
the lowest probability.
Risk
Probability of Occurrence
Potential Impact
Hardware failure
2
Over budget/delay
Staffing issues
3
Over budget/delay
Budget issues
4
Over budget
Software failure
1
Over budget/delay
Insufficient training
5
Delay
Risk Owners:
1. Hardware failure: Project team (IT department)
2. Staffing issues: Project manager
3. Budget issues: Project manager and Project Sponsor
4. Software failure: Project team (IT department)
5. Insufficient training: Project team (IT department)
Risk Response Plan
Risk
Risk Response Strategy
Description of Risk Response
Hardware failure
Mitigation
This risk will be reduced through mitigation efforts. Prior to the
project beginning, the project team will ensure that all
computers have been updated with the latest patches and that all
can run the software.
Staffing issues
Acceptance
Acceptance will be used for this risk since it is impossible to
determine when unplanned absences may occur.
Budget issues
Mitigation
A contingency budget will be in place to cover the cost of going
over budget.
Software failure
Mitigation
This risk will be reduced through mitigation efforts. Prior to the
project beginning, the project team will ensure that all
computers have been updated with the latest patches and that all
can run the software.
Insufficient training
Mitigation
Mitigation will be used for this risk through a continued effort
to allow the project team ample time to learn the software, and
to stress the importance of learning the software to the users.
Quality Management Plan
Plan Quality Management:
Quality for this project will be planned using expert judgement
of the Project team from the IT department, benchmarking, and
cost benefit analysis. Expert judgement of the IT department
will provide experience in the area of software installation and
training. Benchmarking will allow the Project team to compare
this project to similar projects to determine the best course of
action for ensuring quality is consistent across the entire
project. Cost benefit analysis will help determine if the quality
efforts of this project are worth the price. Other quality
management tools that may be used on this project are
interviews, brainstorming, or cost of quality analysis (PMI,
2013). It is recommended that our organization takes a hard
look at implementing an effective quality management system
such as ISO 9000, Kanban, or Six Sigma.
Manage Quality:
If a root cause analysis must occur due to hardware or software
failures, a cause and effect, or fishbone, diagram will be
utilized. Below is an example of a fishbone diagram. Other
quality management tools that may be used during the manage
quality process include process analysis, flowcharts, and scatter
diagrams (PMI, 2013).
Control Quality:
During the control quality process, a checklist will be used to
track quality. Below is an example of the checklist that may be
used. Other quality management tools that may be used during
the control quality process are statistical sampling, performance
reviews, and surveys (PMI, 2013).
Inspection Checklist
Project Name:
Project Number:
Inspector Name:
Date:
Sheet:
Spec. Section:
Page: ___ of ___
No.
Item
Yes
No
N/A
1
Was the IT department lead present?
2
Material
a)
Were software and hardware inspected for compliance?
b)
Were corrective actions taken for software and hardware?
c)
Were the corrective actions appropriate?
d)
Were any deviations accepted?
3
Installation Requirements
a)
Did work comply with specifications in the project scope?
b)
Was workmanship satisfactory?
c)
Were the corrective actions appropriate?
d)
Were any deviations accepted?
4
Tests
a)
Were tests being performed on the software?
b)
Was testing frequency satisfactory?
c)
Were test samples or locations appropriate?
5
Inspections
a)
Was inspection done by the Quality Assurance department?
b)
Was the inspection frequency as established by QA?
c)
Were critical inspections satisfactory?
d)
Was the inspection satisfactory?
Comments:
Inspector Signature:
Project Manager Signature:
Procurement Management Plan
Plan Procurement Management:
The plan procurement management process is when decisions
are made regarding whether to use internal resources or to
outsource for a project, and then determining potential sellers if
outsourcing is chosen as the preferred method (PMI, 2013). The
type of software that is being implemented in this project has
already been chosen by senior management, so the plan
procurement management process only needs to determine
whether to use internal resources for software installation and
training or to outsource those services to an external customer.
Statement of Work
1. Project Scope: Install NetSuite OpenAir software on 200
computers and provide training to each user in the organization.
2. Deliverables: 200 fully functioning software suites and 200
adequately trained users.
3. Period of Performance: September 2, 2019 through April 7,
2020.
4. Project Manager: Joshua Johnson
5. Physical Location: Colorado Builders headquarters, 123
Powers Boulevard, Colorado Springs, Colorado.
6. Supplies and Equipment: Vendor will utilize the computers
and network that are already in place.
7. Payment Rate: Flat fee of $211,000.
8. Payment Terms: Vendor will invoice Colorado Builders
monthly.
Source Selection Criteria:
Rating Scale:
1 = Low probability of meeting the criteria
3 = High probability of meeting the criteria
Selection Criteria
Raven IT Services
Intelligent IT Design
Use Internal Resources
Able to accommodate the schedule of the project.
3
2
1
No recent projects that have been left incomplete.
3
1
2
Able to provide positive reviews of past projects.
2
3
1
Project team is comprised of experienced personnel.
2
3
1
Able to provide a deliverable that meets all quality
expectations.
3
1
2
Able to stick to the proposed budget.
3
2
1
Overall rating
16
12
8
Make or Buy Analysis:
A make or buy analysis can help determine whether to use
internal resources for a project or to outsource those services.
When making this analysis it is important to consider if your
internal resources are skilled enough to complete the project,
which option is most cost effective, and do the internal
resources have the available time to complete the project. For
this project I have used the source selection criteria matrix to
determine that the best option is to keep the software
installation and training in house. This option is the most cost
effective and provides full control of the project to the
organization.
Conduct Procurements:
The conduct procurement process is when sellers provide
responses to request for proposals, a seller is selected, and a
contract is created (PMI, 2013). Since it was determined during
the make or buy analysis that internal resources will be used for
this project, there will be no proposals, vendor selection, or
contracts associated with this project.
Control Procurements:
The control procurements process involves maintaining vendor
relationships, monitoring the contract, making changes to the
contract, and closing out the contract when the project is
complete (PMI, 2013). During this process the change control
plan will be used if there is a necessary change to the project.
Some techniques that can be used to monitor the contract are
performance reviews, audits, and trend analysis (PMI, 2013).
Stakeholder Management Plan
This is the process of identifying personnel who have a vested
interest in the project, assessing their interest levels, and
planning engagement. Using the below power/interest grid, you
can determine how to interact with the various stakeholders.
(Mendelow, 1981)
Stakeholder Identification:
Stakeholder
Power
Interest
Action
Project Sponsor
High
High
Manage Closely
Project Manager
High
High
Manage Closely
Project Team
Low
High
Keep Satisfied
Users
Low
Low
Monitor
Software Provider
Low
Low
Monitor
Stakeholder Assessment Engagement Matrix:
The stakeholder assessment engagement matrix analyzes the
current level of stakeholder engagement compared to the desired
level of engagement (PMI, 2013).
Stakeholder
Unaware
Resistant
Neutral
Supportive
Leading
Project Sponsor
C, D
Project Manager
C, D
Project Team
C, D
Users
C
D
Software Provider
C
D
Key:
C = Current level of engagement
D = Desired level of engagement
References
Deploy Opex. (2018). Statement of Work Template. Retrieved
July 22, 2019, from
https://lsc.deployopex.com/templates/
Mendelow, A.L. (1981). 'Environmental Scanning - The Impact
of the Stakeholder Concept,'
Image, ICIS 1981 Proceedings, 20. Retrieved July 24, 2019,
from
https://www.mindtools.com/pages/article/newPPM_07.htm
Project Management Institute, A Guide to the Project
Management Body of Knowledge,
(PMBOK® Guide), Fifth Edition, Project Management Institute,
Inc. 2013. Retrieved
July 20, 2019 from https://ebooksbvd.my-education
connection.com/read/9781628253900bvd/copyright_xhtml

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Kinsley FosterJuly 27, 2019PM 430Software .docx

  • 1. Kinsley Foster July 27, 2019 PM 430 Software Implementation Portfolio Project
  • 2. Abstract/Executive summary: The purpose of this project is to implement new software into the company to increase productivity. The company uses its current software to create logos, labels, and many other things for large companies. The other goals are to update the protection on the software because in the past there have been a few problems with the security of the software and the information on the software. Another important goal is to have the computers and memory updated to work more efficiently that before. The software has been slow and has not been able to keep up with the new graphics needed for the current projects. The software will crash and then be down for days or longer. This is causing loss of customers and over all bad for the company. The overall goal for this project is for the new software to be installed, working properly, and producing the power needed to create the projects for the company. I, as the project manager have decided to do agile methodology for the project. There have been multiple projects prior to this one done the same way and it seemed to go well for the company. The project is set to start August eight, so in just a few days and everything is going as planned. The deadline for this project is December twelfth. The project should be about one hundred days long from begging to end. The budget for this project is two hundred fifty thousand dollars and it is being estimated at just over two twenty-four thousand dollars. There is a continuity budget of twenty thousand dollars. Work Breakdown Structure
  • 3. Activity/Network Diagram: Due to space the rest of the Network diagram will be submitted in MS project form. To view critical path, logical relationships, lead/lag, and ES/EF/LS/LF will be easier to view in MS project as well. Schedule and Budget: To look at the schedule and budget more in depth and to view the rest of it please view microsoft project. Change Management Plan: This project will be an agile project methodology. Since this projec is agile methodology there will be a lot of change and will need to be processes in place to manage the changes. One important tool that will be used to keep up with changes is a change request form. This form will help state what is needed and why and all of the details for the change. Anther important tool is managing the triple constraint of the scope, budget, and quality of the project. When changes come these things will change too. Manging these things can help keep the project from risks and other problems.
  • 4. The process that will be used for this project is the John Kotters eight-step change process. It consists of eight steps to guide and lead change in a project. The first step is creating urgency. This is basically like triaging the changes by determinng which ones are most important and need to happen sooner than less important changes. Forming a team for the change is the next step. This step is important because without a team to make the change happen. The next step is creating a vision. This step is to help everyone vision the change and what it can do and why it is neccascry. Removing obstabcles is the next step. This step is important because every project will have problems come up and having the team come together to fix these things is very important. Creating short-term wins is the next step and this one is about showeing the group what rewards can come out of the project change that is happening. Repeating the steps is the next step. This step is to simply repeat the steps to ensure that the change was effective and nothing was missed. Finally, is to embed the change into the project and let it function as normal now. Communication Mangement: Every project has to have commuication within it. During this project there will be progress report meetings, quailty report meetings, risk report meets, staff meetings, change meetings, budget meetings, resource meetings, and many more types of meetings that are important to all staff. Communication Diagram: Who: How: Vendor communication: Software selection meetings, email, video confrences for ordering materials Contractor communication: Quality report meetings, risk meetings, weekly report meetings, and emails. Stakeholders Quality report meetings, risk meetings, change request
  • 5. meetings, weekly report meetings, emails, phone calls, conference and calls. Customers Quality report meetings, risk meetings, change request meetings, weekly report meetings, emails, phone calls, conference and calls. Employees: Quality report meetings, risk meetings, change request meetings, weekly report meetings, emails, phone calls, conference calls, morale meetings, and morning start up meeting.
  • 6. Risk Management plan: Quality control and management: Controlling and managing quality for a project is very important and challenging for a project. You want to be able to ensure quality throughout the project to make sure that the products that are being delivered are to the quality standard needed and promised. One thing that can be done is to do audit the quality of the project. This is done by auditing different departments on its progress and quality and it helps you determine the quality. Anther thing that can be done is to do quality assurance on certain things like the processes the project. For example, if you needed to measure quality on the installation of the software you could test the software to ensure that it is working properly and to its full limits. If not, then you know that there was something wrong with the install. Controlling quality is important and can be done by using the tools to ensure they are to the right standards. For example, if the tools are used and it is determined that the quality is low or not to standard then that gives you the information you need to fix the problem. If you do not measure or monitor quality, then the products produced will not meet the customers needs.
  • 7. Procurement Plan: The Procurement plan for a project is about purchasing items from outsources or external companies or people for the project. The Procurement plan is a plan about how these items were obtained and things that were done to select these items and the process of selection. Some of the steps in procurement management is managing the items ordered, reviewing the orders, reviewing the receipts, and more. Procurement can also be about physical work being done in a project. Make or Buy Analysis: This analysis is very important to our company. This is an analysis done to analysis if it would be in the interest of the company to make (complete the task in house) or buy (outsource the work). This analysis is done by analyzing the costs for both methods, resources, materials, timeline, scheduling, and workload. Statement of work: Purpose: The reason this project is needed for our company is because the current software we have is not strong enough to handle the new graphics needed to make our products. Scope: This software implementation project is for the implementation of new software in our company. The overall deliverable is to have a functioning software application able to produce our high quality adds, logos, and more. There is an overall budget of two hundred fifty thousand dollars. The scheduled work time is at ninety-nine days. Deliverables: The overall deliverable is to have functioning software on all computers in our company. Location: Green Dot Company 1234 Perters Street Greenburg MI, 56998 Payments: Vendor will be paid up front for costs of the project and their personal pay Project Period dates: August 1, 2019- December 17, 2019
  • 8. Selection Criteria: This helps our company choose the correct vendor for your project by seeing which vendor can meet your requirements best for our project. 1: Not able to perform much of the criteria 5: Able to give the best performance for the Criteria Criteria: Vendor A Vendor B Vendor C Able to upgrade all computers with new software 4 3 1 Able to deliver the finished product on time 4 1 4 Able to deliver the finished product on budget 5 1 4 Able to produce the product with acceptable quality Past experience with software implementation 3 5 2 Overall Rating 16 10 11
  • 9. Stakeholder Register: Role: Contacts Category: Influence: Interest: Expectations: Project Sponsor Blake Smith Phone: 858-858-8585 Email:bfgreendot.com Internal High High Keep project strategies allgined Project Manager Kinsley Foster Phone: 656-656-6565 Email:kfgreendot.com Internal High High Project to be delivered on time and on budget PMO Samuel Barnes Phone: 959-959-9595
  • 10. Email: sbgreendot.com Internal High Moderate Software implementation done successfully CEO Ashely Green Phone: 787-787-7878 Email:aggreendot.com Interanl Moderate Moderate New software to help increase company’s customers and maintain Productions manager Bellamy Barker Phone: 656-656-6565 Email:bbgreendot.com Internal Low Moderate To product high quality products Stakeholder Engagement Assessment Matrix: Stakeholder Unaware Resistant Nuetral Supportive Leading Project sponsor C D
  • 11. Project Manager C PMO C D CEO C Productions Manager C D References: Wale, S., Wale, S. (2017, May 09). Stakeholder Register Template. Retrieved July 26, 2019, from https://www.techno- pm.com/2017/05/stakeholder-register-excel-template.html (n.d.). Reitrieved July 25, 2019, from
  • 12. https://www.projectengineer.net/3-types-of-stakeholder-matrix/ (n.d.). Retrieved July 26, 2019, from https://tenstep.com/Procumentmanagementplan Communication Matrix How-to & Template. (n.d.). Retrieved July 26, 2019, from https://www.teamgantt.com/communication- matrix-template Manage and Control Quality. (n.d.). Retrieved July 24, from https://www.greycampus.com/opencampus/project-management- professional/perform-quality-assurance Quality Assurance. (n.d.). Retrieved July 24, 2019, from https://aim.landscapetoolbox.org/quality-assurance-quality- control/quality-assurance/ How to Lead a Change Management Process. (n.d.). Retrieved July 26, 2019, from https://www.projectmanager.com/software/use-cases/change- management Harrin, E. (2019, January 22). Manage Changes On your projects while keeping it all moving forward. Retrieved July 26, 2019, from https://www.thebalancecareers.com/managing- changes-on-project-4041353 6 Strategies for your software implementation plan. (2019, February 13). Retrieved July 26, from https://lab.getapp.com/software-implementation-plan/
  • 13. IMPACT OF VIDEO GAMES ON ADOLESCENCE 2 The Impact of Video Games on Adolescence Name Institution Running head: IMPACT OF VIDEO GAMES ON ADOLESCENCE 1 Abstract For the past couple of years, computers and video games are among the most preferred and desired activities for relief and leisure. Psychological researchers have been in a long time been striving to ascertain the impact, originating from personal and inherent influencers on behavior among youth, in comparison to surrounding influencers. With continued research, interest and desire grew towards the capacity of the media, including video games, have in the blossoming behavioral changes among the youth. With higher weight on the effect of violent media in the shaping of hostile behavior and nature among adolescents. Not long ago, research conducted has been able to determine and establish the adverse effects, violent games have influenced adolescents. Recently, violent video games have been reported to impact prosocial behaviors such as empathy, self-control, etc.
  • 14. negatively and positively affect hostile behavior among adolescents. In an effort by researchers to determine the effect of playing video games on the aggressive nature and prosocial behavior, video games had a substantial direct and indirect impact on individual behaviors. The findings yielded in various prevention and intervention approaches to curtail hostile behavior and encourage prosocial behavior. Introduction Video games provide the opportunity for participants to feel part of the gaming script. New games with the advancement in technology, have become complicated, requiring more and constant attention on particular video games. In comparison to series, TV shows, players tend to relate more emotionally and physically towards the video games. Video games affect positively and negatively the teens. In the modern era of technology video games are considered complementary to adolescents. Research depicts the majority of youth play video games approximately on daily basis. Video games availed in the more recent past, have raised concern on whether they are suitable for consumption for the teens and adolescents. Some nations, have even participated in monitoring and regulating of violent and offensive video games. Violent video games have recently gained popularity among the youth, with research experts blaming violent content in video games regarding the adopted aggressive nature among the youth observed lately. The current situation among the increasing cases of violence between the adolescents cannot solely blamed on the violent video games, mental health and various social influences have been found potential contributors (Gentile &
  • 15. Thomas, 2016, pp. 39). Notwithstanding the extensive research carried out, no consensus established on whether youth hostility is direct as a result of engaging in violent video games. Various cynics have spotted correlation between aggressive behavior among the youth could be possible from influencers such as mental health and other social influencers. Also, despite the accusations regarding the negative influence of video games on academic excellence, such findings have been found inadequate. On research conducted recently in respect of the above statement, the disparities among academic performance were almost insignificant in relation to the frequency of video gaming (Boxer & Docherty, 2015, pp 672). More recently, there has been an emergence of interest in games supporting learning, positive attitude development, skill development, etc. Roughly about half youth were acclaimed to prefer games with violent content, while a smaller portion preferred educational video games with less violent content. In this paper, we will examine both positive and negative impacts that accrue among adolescents and young adults. Majority of adolescents and teens have argued that video games create and avail the opportunity to break away from the various occurrences within their life cycle. A large portion of adolescents tends to get rid of their issues lingering on their minds through the assassination of fictional characters. Also, violent games have made the youth more tolerable to violence. Teacher reports have also shown cases of difficulties in concentration and poor sleeping patterns. Video games that promote prosocial characteristics, the young adults tend to be more helpful and express empathy. However, video games with violent content have shown to be significant influencers of violence among adolescents. The reoccurrence of extreme patterns has proven a useful tool to enhance violent behavior among youths. Beginning with the positive effects; Positive effects of video games on adolescence
  • 16. To the surprise of many, video games do possess positive impact on teens and youths. Among the most recognized favorable results towards teen include; the ability to enhance manual dexterity and enhance computer literacy. Here are some of the positive impacts; Enhance learning capabilities; Contradicting the previous perception, video games are more likely to strengthen and improve on memory, visual comprehension, better concentration, better decision making through limiting distractions etc. In recent research, video games avail favorable effects also derived from academic courses, as it enhances the capability of the teen to be able to think through various phenomenon critically. Eye and hand symbiosis; In respect to the shooter type of video gaming console, they aid in the development and coordination of the players’ eyes and hands. There are games, to be proficient in them require absolute mastery of such coordination of the eyes and hands. According to the shooter of games, accurate tracking and precision of speed, and focus are of utmost importance and require mastery. The brain performs a vital role in organizing, collecting the data, and making the right moves using the hands. Accurate intelligence; While playing video games, it entails mainly making decisions and best ones to that fact to aid in desirable results. Some of the choices are required within split seconds, as every second count and to be yield desirable outcome thus require split second accuracy. Constant attention goes hand in hand with accurate thinking, undivided attention aid in mastery of any slight changes that would influence your decision making (Coyne & Stockdale, 2018). Capability to derive solutions for difficulties; As earlier discussed majority of videogames require decision-making procedures. Games that entail speed, aim, and precision, require accurate and critically thought out decisions while maintaining undivided attention. Right decisions provide a solution to difficulties presented during various levels. Adolescents when
  • 17. they engage and participate in strategic games, it massively aids in the skill that assists in solving of challenges presented in each level. To ward off restlessness and improve on mood; In comparison to violent games, there are games which will enhance the mood and help in containing anxiety; such games include angry birds. Recent research termed it an essential emotional benefit, teens derive happiness when engaging in video games. The games involve various levels, which in turn require different levels of skill and attention, upon failure, one can retry, in turn, enable youths to cope with failures even in real life. Enhance the theory of progressive thinking; In conjunction with developing learning abilities as discussed earlier, teens who participate in games that entail great thinking, for example, puzzles, promote the ideology of incremental intelligence. Through engaging in different engaging problems, adolescents can gain mastery and more knowledge with endeavor and time. Video games enable the development of creativity. Research has been able to correlate greater creativity with video gaming, in spite of age, race, and gender. Every human being have needs, including psychological needs, teens who play video games tend to derive happiness as they engage in gaming activities. Additionally, he/he can gain mastery and share accomplishment over the online platform, if the teen participates in multiplayer gaming media. Due to competitiveness, he derives satisfaction and the feeling of being an accomplisher (Verheijen & Cillessen, 2019, pp.301). Some games also provide good work out sessions. Such video games include Nintendo Wii Boxing. They give a regular workout similar to walking several miles. Video games also aid in development of eyesight to some extent. According to research conducted, it established through playing games the brain can train the eyes to take keen note of small changes, details, and slight light temperatures. With further studies, video games enhanced the structure of the brain. Videogamer minds, when examined, and portion involved in attention were
  • 18. found more efficient and parts correlated to visuospatial skills were also improved and worked efficiently. In contrary to misperception of the majority, video games are not significantly contributing to rise in mental illnesses, rather they act as a preventive element, mostly towards peer relationship issues among teens. Resource management and planning, video gamers utilize resources which are limited and make appropriate decisions on how to exploit such resources. Example of such games includes Railroad Tycoon. In research conducted by, The American Planning Association, established majority of SimCity players were inspired to pursue a career in urban planning and architecture. Positive effects regarding video games are rooted in the type of genre of video games chosen. Violent games tend to possess more adverse effects than pleasant ones. Adverse effects of video games on adolescence As discussed earlier, video games possess both positive and negative impact on the development of young adults. Adverse effects, on the other hand, is mainly correlated with the amount of effort and time put on the video game. Here are some of the hostile effects; Hostility among adolescents; In conjunction with video games containing violent content, they are the root cause of aggression among young adults. According to a comprehensive meta- analysis, research has established violent video games are natural element for hostility in behavior among adolescents. Various research has argued, prolonged exposure to video games can even numb kids and the youth towards hostility and also lower prosocial behavior such as empathy. Obsession with gaming; Prolonged exposure to video gaming time can lead to addiction. Addicted gamers are most likely to be introverts, can sprout anxiety and depression. In turn, as the teen tries to cope with restlessness and social phobia, they tend to rely more on video games. In such cases, the factors tend to influence each other (Boxer & Docherty, 2015, pp.673). Faulty academic excellence; Video games if not appropriately
  • 19. regulated, can to some extent, influence the performance of teens in their studies in school. Research and further studies have established that prolonged hours taken into gaming can negatively impact academic performance in school. Research concluded that almost half of adolescent player's obsessive with playing, generally perform poorly in school, while slightly below a quarter of teens who are light users are likely to perform better in respective academic fields. Unfavorable effect on fitness; Since most video games require sitting and less of physical activity, excessive gaming can favorably affect one’s health, as more time spent on virtual video games. Recent reports have indicated an increase in obesity levels among adolescents with little to no time engage in physical activities with majority being pathological gamers. Adolescents have also been found to forfeit adequate sleep and food a result of an obsession to video games. The rays also emitted from the use of huge plasma screens, and prolonged exposure of such rays can seriously affect the eyesight abilities in the long term (Coyne & Thomas, 2016, pp.41). Engaging in violent gaming such as call of duty, by research, increases gray matter in the region of the caudate nucleus while inhibiting the same in the hippocampus region of the brain. Deficient gray matter in the latter area tends to give rise to illnesses such as schizophrenia. In comparison, Super Mario video games have shown to exhibit vice versa. Earlier research established and ascertained video games improve to some extents concentration among teens, contrary to the stated fact above, recent research found video games, to some extent hinder adolescent’s concentration, adolescents here tend to concentrate short term but affect long-term durations. According to Big Disconnect: Protecting Childhood and Family Relationships in Digital Age: teens and youth engaging in video games should be minimized and at best completely reduced, in case of trips. Adolescents should be able to be given freedom to be able to deal with anxieties, talk to fellow siblings or relatives, receive reassurance from their guardians
  • 20. and availed sufficient space and time to daydream. Adolescents who tend to engage in more than one hour of video gaming time are more likely to suffer from ADHD, as compared to those who don't engage in any kind of gaming console. The negative influence also affects adolescents in academic during school hours. During participating in video games, players tend to acquire foul language and unacceptable behavior from members who might share the same online gaming platform. Video games also tend to alternate fantasy with reality (LeBourgeois & Buxton, 2017). Conclusion Majority of teens and adolescents are now more than ever exposed to video games. Statistics show more than three- quarters of teens around U.S play and engage in video games. The well-liked form of media came with its sets of pros and cons toward the users, mainly adolescents and young adults. Video games range from prosocial to violent games. Unfortunately, the majority of youth and teens prefer violent games, including Shooters type of games. Prompting rise in aggression reported among teenagers and adolescents lately. Violent games have contributed to some extent hostility among tees but also in conjunction with other factors ranging mental illness, gender diversity, etc. Adolescents tend to show more empathy and assist in their daily activities if they engage in video games promoting prosocial tasks. Despite weaknesses in approach in the meta-analysis, there was evidence to support poor development among adolescents, to possess positive correlation with hostile media consumption. Positive effects of video games mainly anchored on the type of rating on the video game. Hostile games possess more adversities than benefits. Some of the positive impacts of video gaming include, prosocial games e.g. puzzles enhance empathy among players while educational games improve interactive skills and cognitive abilities among adolescents. Video games also tend to relax teens from anxiety and improve moods of adolescents, for example, Angry Birds. Improve manual
  • 21. dexterity, through coordination of mouse and keyboard young adults master shortcuts to enhance fast responses. Adverse effects also rooted in the amount of exposure to gaming consoles. The adverse effects include unfavorable health diversities, through prolonged exposure o harmful rays towards the young developing teens, etc. Parent education concerning video games should entail ways to monitor and select gaming ratings to avoid and curb negative effects from videogames (Padilla-Walker & Memmott-Elison, 2018 pp.301). References Boxer, P., Groves, C. L., & Docherty, M. (2015). Video games do indeed influence children and adolescents’ aggression, prosocial behavior, and academic performance: A clearer reading of Ferguson (2015). Perspectives on Psychological Science, 10(5), 671-673. Coyne, S. M., Warburton, W. A., Essig, L. W., & Stockdale, L. A. (2018). Violent video games, externalizing behavior, and prosocial behavior: A five-year longitudinal study during adolescence. Developmental psychology, 54(10), 1868. Gentile, D. A., Swing, E. L., Anderson, C. A., Rinker, D., & Thomas, K. M. (2016). Differential neural recruitment during violent video game play in violent-and nonviolent-game players.
  • 22. Psychology of Popular Media Culture, 5(1), 39. LeBourgeois, M. K., Hale, L., Chang, A. M., Akacem, L. D., Montgomery-Downs, H. E., & Buxton, O. M. (2017). Digital media and sleep in childhood and adolescence. Pediatrics, 140(Suppl 2), S92. Padilla-Walker, L. M., Coyne, S. M., Kroff, S. L., & Memmott- Elison, M. K. (2018). The protective role of parental media monitoring style from early to late adolescence. Journal of youth and adolescence, 47(2), 445-459. Verheijen, G. P., Stoltz, S. E., van den Berg, Y. H. & Cillessen, A. H. (2019). The influence of competitive and cooperative video games on behavior during play and friendship quality in adolescence. Computers in Human Behavior, 91, 297-304. PPM SOFTWARE IMPLEMENTATION PPM SOFTWARE IMPLEMENTATION 18 Individual Project 2 Program Management Joshua Johnson PM430 7/16/2019
  • 23. Date: July 16, 2019 To: John Smith, Project Management Office Director for Colorado Builders From: Joshua Johnson, Program Manager for Colorado Builders Subject: Program Management Software Implementation Introduction The purpose of this report is to discuss the implementation of both a project portfolio management software tool and strategic planning software for our organization, Colorado Builders, and the benefits of each to our organization. As discussed in my prior briefing, our organization is not currently running any form of project portfolio management software that would assist with the management of our various construction projects and will be implementing the use of NetSuite OpenAir soon. In addition to this software suite, we will also be implementing a roll out of KPI Fire software, which is a strategic planning software suite that will help with the strategic planning for our business. Since these two individual projects are similar in nature, they are being rolled into one program that we will call the S & P Program, which is short for the two types of software that are being implemented. The following pages will discuss this project in further detail. Program management is a new venture that our business is beginning to incorporate into our strategic plan. As our organization is rapidly expanding due to increased approvals of new projects, it will be beneficial to us to start managing projects on a larger scale, and to combine similar projects into
  • 24. various programs. The benefits of incorporating program management far outweigh any potential negatives that may arise. I will begin by discussing the steps to implement program management in our organization and the overall benefits of program management and will follow that up with the benefits that each of these two individual projects will provide for our organization. When introducing program management into an organization, there are a couple of steps that need to occur in order to assure that the process goes as smooth as possible. First, a program management office should be created that consists of enough program managers to handle the various programs within the organization. Next, the organization will want to identify programs, and the projects that will make up those programs. This can be either a top down or bottom up process. If the organization chooses the top down method, management will begin with the strategic goals, and look at projects to determine which program to place them in to reach the strategic goals. For the bottom up method, the organization will look at individual projects to determine dependencies and relationships between projects and place them in programs based on that assessment (Rongala, 2015). Program management will provide a big picture view of the organization’s individual projects, and how they will help to achieve the strategic goals that are in place (Rongala, 2015). When managing individual projects, project managers may tend to focus solely on their project, with the end goal of simply completing that project. The project manager may not think about the organization as a whole and how their project lines up with the other projects in the company. However, program management will provide that necessary overall view of each project and how to best manage them. Program management can allow for things such as looking at each project to determine if it aligns with the organizations strategic goals and cancelling a project if it does not align. That simply will not happen if each project is managed individually.
  • 25. Program management will also provide for the sharing of resources between projects within a program (Harrin, 2016). When projects are managed individually, project managers may fight over resources that could be shared between multiple projects. For example, in our organization our logistics department should be a shared resource but if managed individually one project manager may believe their project is most important and will monopolize the use of the logistics personnel. When managed as a program, the program manager will look at each project and determine the best method for the sharing of resources. The program manager can implement priorities for each project, so that the most important or time pressed projects can utilize the resource first. Using shared resources that have been prioritized, the program manager can ensure that the projects that have the largest effect on the strategic goals of the organization are completed first (Harrin, 2016). A third benefit of program management is that it can save money for the organization (Rongala, 2015). By using shared resources, knowledge, and lessons learned, projects can create a larger profit. For example, in our organization we have one project that involves the construction of an industrial warehouse and another project that involves the construction of an industrial shipping and receiving facility. Both projects are similar in nature and could benefit from the use of shared knowledge and lessons learned. As the warehouse project proceeds, knowledge such as building codes and permit procedures are learned. Once the shipping and receiving project gets underway it would be beneficial and time saving to utilize that same knowledge on that project instead of relearning it from scratch. This will save our organization money by having to spend less time, and wages, to figure out how to accomplish these tasks. The two projects that make up the S & P Program are software installation projects that will assist our program management office reach the strategic goals set forth by upper management.
  • 26. The first project, the implementation of NetSuite OpenAir, will assist with the management of both individual projects and programs. The second project, the implementation of KPI Fire, will assist with reaching our organizations strategic goals. This software will provide applications for key performance indicators, budgeting, forecasting, strategic planning, and idea management. It allows employees throughout the organization to submit ideas for strategic improvements or goals and allows management to prioritize those ideas for use in the organization (KPI Fire, n.d.). Combining these two projects into the S & P Program will provide numerous benefits. The top benefit to this program will be the sharing of resources between both projects. Since our organization only has one information technology department, it will be a shared resource between both projects. The PMO can prioritize the use of the IT department to quickly achieve the strategic goals that are associated with this program. For example, the IT department will be responsible for user training on each software suite. Instead of having two separate classes to teach the users each software suite, they can be combined into one class that may take less time and planning. Certain users and offices can also be placed higher on the priority list to receive software installations and training so that they can begin using the software as early as possible. This would include users such as the PMO office and senior leadership. The long- term effect of properly sharing resources between these two projects will be money saved for the organization. If resources are correctly shared, each project can be finished faster than if each were completed as stand-alone projects. Finishing the projects faster will result in both software suites being used earlier, which will increase profits for the organization. In addition to the sharing of resources and cost savings, the program manager will be able to objectively compare both projects in real time to determine if any changes need to occur in order to reach the strategic goals of Colorado Builders.
  • 27. Individual Project 3 PPM Software Tool Installation for Colorado Builders Joshua Johnson PM430 7/24/2019
  • 28. Abstract and Executive Summary Colorado Builders is beginning a project to implement a new project portfolio management software program. Having a proper project portfolio management software tool will transform our approach to program and project management and will help to grow our business by ensuring that we choose the right projects for the right reasons. The software tool that has been chosen for our organization is NetSuite OpenAir. This project portfolio management software supports all stages of the project management life cycle with applications to manage projects, resources, expenses, and timesheets. This project plan will discuss the tasks associated with this project through a depiction of the work breakdown structure and network diagram, the project schedule, the project budget, the change management plan, the risk management plan, the quality management plan, the procurement management plan, and the stakeholder management plan of this project. Work Breakdown Structure 1 PROJECT PORTFOLIO MANAGEMENT SOFTWARE
  • 29. TOOL IMPLEMENTATION 1.1 PROJECT MANAGEMENT TASKS 1.1.1Initiation Phase Planning 1.1.1.1 Develop project charter 1.1.1.2 Identify stakeholders 1.1.1.3 Initiation complete 1.1.2Project Planning 1.1.2.1 Create scope 1.1.2.2 Gather requirements 1.1.2.3 Create WBS and schedule 1.1.2.4 Costs and budget 1.1.2.5 Create quality management plan 1.1.2.6 Create risk management plan and risk analysis 1.1.2.7 Create communications plan 1.1.2.8 Planning complete 1.2 SOFTWARE INSTALLATION 1.2.1IT department installation 1.2.2Software testing and validation on IT department machines 1.2.3PMO Office installation 1.2.4Senior Management installation 1.2.5Senior Management Admin installation 1.2.6Human Resources installation 1.2.7Accounting department installation 1.2.8Operations department installation 1.2.9Engineering department installation 1.2.10 Research and Development installation 1.2.11 Marketing department installation 1.2.12 Purchasing department installation 1.2.13 Quality Assurance department installation 1.2.14 Production department installation 1.2.15 Customer Service department installation 1.2.16 Sales department installation 1.2.17 Security department installation 1.2.18 Contracting department installation 1.2.19 Logistics department installation 1.2.20 Warehouse installation
  • 30. 1.2.21 Integration department installation 1.2.22 New Hire Training department installation 1.2.23 Construction department installation 1.2.24 Software testing of all departments 1.2.25 Installation and testing complete 1.3 USER SOFTWARE TRAINING 1.3.1PMO training 1.3.2Senior Management training 1.3.3Admin training 1.3.4HR training 1.3.5Accounting training 1.3.6Operations training 1.3.7Engineering training 1.3.8R & D training 1.3.9Marketing training 1.3.10 Purchasing training 1.3.11 Quality Assurance training 1.3.12 Production training 1.3.13 Customer Service training 1.3.14 Sales training 1.3.15 Security training 1.3.16 Contracting training 1.3.17 Logistics training 1.3.18 Warehouse personnel training 1.3.19 Integration training 1.3.20 New Hire Training department training 1.3.21 Construction department training 1.3.22 All training complete 1.4 SOFTWARE GOES LIVE
  • 31. Network Diagram Below is the Microsoft Project network diagram for this project. The critical path is shown in red. Schedule Below is the schedule for this project with task names, durations, start and finish dates, and resources assigned. Due to the layout of Microsoft Project, not all assigned resources are showing in these screenshots. For example, for task 1.1.2.2 Gather Requirements, the assigned resources are the entire project team, but the software only displays the first resource of Project Manager.
  • 32. Budget This is an internal project, so there are no external customers to pay for services provided. The costs of this project will consist of the project teams’ salaries, the users’ salaries during training, and the monthly subscription cost of the software during the implementation period. Project Name: PPM Software Implementation Date: 7/24/2019 Key: PM = Project Manager Project Manager: Joshua Johnson PS = Project Sponsor PT = Project Team (7 IT personnel) U# = Number of users within the department Task Name Resource Daily Rate
  • 33. Days Estimate Develop project charter PM, PS PM $384, PS $450 15 $12,510.00 Identify stakeholders PM, PS, PT PM $384, PS $450, PT $1345 5 $10,895.00 Create scope PM PM $384 6 $2,304.00 Gather requirements PM, PS, PT PM $384, PS $450, PT $1345 6 $13,074.00 Create WBS and schedule PM PM $384 6 $2,304.00 Costs and budget PM PM $384 7 $2,688.00 Create quality management plan PM PM $384 7
  • 34. $2,688.00 Create risk management plan and risk analysis PM PM $384 7 $2,688.00 Create communications plan PM PM $384 6 $2,304.00 IT department installation PM, PT PM $384, PT $1345 2 $3,458.00 Software testing and validation on IT department machines PM, PT PM $384, PT $1345 7 $12,103.00 PMO Office installation PM, PT PM $384, PT $1345 2 $3,458.00 Senior Management installation PM, PT PM $384, PT $1345 2 $3,458.00 Senior Management Admin installation PM, PT PM $384, PT $1345 2 $3,458.00
  • 35. Human Resources installation PM, PT PM $384, PT $1345 2 $3,458.00 Accounting department installation PM, PT PM $384, PT $1345 2 $3,458.00 Operations department installation PM, PT PM $384, PT $1345 2 $3,458.00 Engineering department installation PM, PT PM $384, PT $1345 2 $3,458.00 Research and Development installation PM, PT PM $384, PT $1345 2 $3,458.00 Marketing department installation PM, PT PM $384, PT $1345 2 $3,458.00 Purchasing department installation PM, PT PM $384, PT $1345 2 $3,458.00 Quality Assurance department installation
  • 36. PM, PT PM $384, PT $1345 2 $3,458.00 Production department installation PM, PT PM $384, PT $1345 2 $3,458.00 Customer Service department installation PM, PT PM $384, PT $1345 2 $3,458.00 Sales department installation PM, PT PM $384, PT $1345 2 $3,458.00 Security department installation PM, PT PM $384, PT $1345 2 $3,458.00 Contracting department installation PM, PT PM $384, PT $1345 2 $3,458.00 Logistics department installation PM, PT PM $384, PT $1345 2 $3,458.00 Warehouse installation PM, PT
  • 37. PM $384, PT $1345 2 $3,458.00 Integration department installation PM, PT PM $384, PT $1345 2 $3,458.00 New Hire Training department installation PM, PT PM $384, PT $1345 2 $3,458.00 Construction department installation PM, PT PM $384, PT $1345 2 $3,458.00 Software testing of all departments PM, PT PM $384, PT $1345 14 $24,206.00 PMO training PT, U5 PT $1345, U $750 2 $4,190.00 Senior Management training PT, U8 PT $1345, U $5400 2 $13,490.00 Admin training PT, U10 PT $1345, U $1000
  • 38. 1 $2,345.00 HR training PT, U3 PT $1345, U $750 2 $4,190.00 Accounting training PT, U3 PT $1345, U $750 2 $4,190.00 Operations training PT, U5 PT $1345, U $950 2 $4,590.00 Engineering training PT, U3 PT $1345, U $750 1 $2,095.00 R & D training PT, U3 PT $1345, U $750 1 $2,095.00 Marketing training PT, U2 PT $1345, U $600 1 $1,945.00 Purchasing training PT, U2 PT $1345, U $500 1
  • 39. $1,845.00 Quality Assurance training PT, U4 PT $1345, U $760 1 $2,105.00 Production training PT, U10 PT $1345, U $1500 1 $2,845.00 Customer Service training PT, U5 PT $1345, U $750 1 $2,095.00 Sales training PT, U4 PT $1345, U $1080 1 $2,425.00 Security training PT, U3 PT $1345, U $345 1 $1,690.00 Contracting training PT, U2 PT $1345, U $500 1 $1,845.00 Logistics training PT, U5 PT $1345, U $950 1 $2,295.00
  • 40. Warehouse personnel training PT, U10 PT $1345, U $1150 1 $2,495.00 Integration training PT, U5 PT $1345, U $750 1 $2,095.00 New Hire Training department training PT, U1 PT $1345, U $150 1 $1,495.00 Construction department training PT, U100 PT $1345, U $19,000 1 $20,345.00 Cost of Monthly Software Subscription SOFTWARE $340 157 $53,380.00 Contingency Budget $10,000.00 Total Estimated Budget Through Software Roll Out $309,925.00
  • 41. Change Management Plan 1. Change Control Process a. The following process will be followed if a change to this project is required: i. A Change Request Form (CRF) will be used to communicate any potential change. The CRF must describe the potential change, the reasoning for the change, and the any effects the change may have on the project (Deploy Opex, 2018). ii. The Project Manager will review the proposed change and determine whether to proceed with the request (Deploy Opex, 2018). iii. Both the Project Manager and Project Sponsor (Change Control Board) will review the CRF together and approve it for further investigation or rejection. If the investigation is approved, the Project Manager will sign the CRF, which will allow for the investigation to be funded. The investigation will determine the effect that the implementation of the CRF will have on project price, schedule, and scope of the project (Deploy Opex, 2018). iv. Once the investigation is complete, the Project Manager and Project Sponsor will review the impact of the proposed change and, if mutually agreed, a Change Authorization will be executed (Deploy Opex, 2018). v. A written Change Authorization and/or CRF must be signed by both parties to authorize implementation of the investigated changes (Deploy Opex, 2018). 2. Sample Project Change Request Form Project Change Request Form 1.) SUBMITTER - GENERAL INFORMATION CR# Type of CR |_| Enhancement |_| Defect
  • 42. Project/Program/Initiative Submitter Name Brief Description of Request Date Submitted Date Required Priority |_| Low |_| Medium |_| High |_| Mandatory Reason for Change Other Artifacts Impacted Assumptions and Notes Comments Attachments or References |_| Yes |_| No Link: Approval Signature Date Signed 2.) PROJECT MANAGER - INITIAL ANALYSIS
  • 43. Hour Impact Duration Impact Schedule Impact Cost Impact Comments Recommendations Approval Signature Date Signed 3.) CHANGE CONTROL BOARD – DECISION Decision |_| Approved |_| Approved with Conditions |_| Rejected |_| More Info Decision Date Decision Explanation Conditions Approval Signature Date Signed
  • 44. Risk Management PlanRisk Categories: The high-level categories in which risks can occur on this project are: 1. Hardware failures 2. Staffing issues 3. Budget issues 4. Software failures 5. Insufficient training Explanation of Risks: 1. Should the computer hardware that the software is being installed on fail for any reason during installation, further investigation will be needed to determine the root cause before proceeding with the installation. 2. Employees on the project team (IT personnel, project manager) could potentially have unplanned absences from work. 3. Budget issues could arise if the project is delayed for any reason, or if hardware or software require replacement. 4. If any of the software installations fail for any reason during installation, further investigation will be needed to determine the root cause before proceeding with the installation. 5. IT personnel who are responsible for providing user training must be subject matter experts on the use of all aspects on the software, and users must try to learn their applicable parts of the software. Should any of this not happen it could result in retraining. Risk Register: Risk Category Description of Risk Potential Impact on Project Hardware failures Should the computer hardware that the software is being installed on fail for any reason during installation, further
  • 45. investigation will be needed to determine the root cause before proceeding with the installation. The project could be delayed while a root cause analysis is conducted to determine if this is a systemic or isolated problem. Staffing issues Employees on the project team (IT personnel, project manager) could potentially have unplanned absences from work. Employee absences could cause delays in the project. Budget issues Budget issues could arise if the project is delayed for any reason, or if hardware or software require replacement. Any delay in the project, or replacement of hardware or software, could cause the project to go over budget. Software failure If any of the software installations fail for any reason during installation, further investigation will be needed to determine the root cause before proceeding with the installation. The project could be delayed while a root cause analysis is conducted to determine if this is a systemic or isolated problem. Insufficient training IT personnel who are responsible for providing user training must be subject matter experts on the use of all aspects on the software, and users must try to learn their applicable parts of the software. Should any of this not happen it could result in retraining. Insufficient training could result in retraining for users which could potentially delay final delivery of the software. Risk Analysis: Probability interpretation: 5 is the highest probability, and 1 is the lowest probability. Risk Probability of Occurrence
  • 46. Potential Impact Hardware failure 2 Over budget/delay Staffing issues 3 Over budget/delay Budget issues 4 Over budget Software failure 1 Over budget/delay Insufficient training 5 Delay Risk Owners: 1. Hardware failure: Project team (IT department) 2. Staffing issues: Project manager 3. Budget issues: Project manager and Project Sponsor 4. Software failure: Project team (IT department) 5. Insufficient training: Project team (IT department) Risk Response Plan Risk Risk Response Strategy Description of Risk Response Hardware failure Mitigation This risk will be reduced through mitigation efforts. Prior to the project beginning, the project team will ensure that all computers have been updated with the latest patches and that all can run the software. Staffing issues Acceptance
  • 47. Acceptance will be used for this risk since it is impossible to determine when unplanned absences may occur. Budget issues Mitigation A contingency budget will be in place to cover the cost of going over budget. Software failure Mitigation This risk will be reduced through mitigation efforts. Prior to the project beginning, the project team will ensure that all computers have been updated with the latest patches and that all can run the software. Insufficient training Mitigation Mitigation will be used for this risk through a continued effort to allow the project team ample time to learn the software, and to stress the importance of learning the software to the users.
  • 48. Quality Management Plan Plan Quality Management: Quality for this project will be planned using expert judgement of the Project team from the IT department, benchmarking, and cost benefit analysis. Expert judgement of the IT department will provide experience in the area of software installation and training. Benchmarking will allow the Project team to compare this project to similar projects to determine the best course of action for ensuring quality is consistent across the entire project. Cost benefit analysis will help determine if the quality efforts of this project are worth the price. Other quality management tools that may be used on this project are interviews, brainstorming, or cost of quality analysis (PMI, 2013). It is recommended that our organization takes a hard look at implementing an effective quality management system such as ISO 9000, Kanban, or Six Sigma. Manage Quality: If a root cause analysis must occur due to hardware or software failures, a cause and effect, or fishbone, diagram will be utilized. Below is an example of a fishbone diagram. Other quality management tools that may be used during the manage quality process include process analysis, flowcharts, and scatter diagrams (PMI, 2013). Control Quality: During the control quality process, a checklist will be used to track quality. Below is an example of the checklist that may be used. Other quality management tools that may be used during the control quality process are statistical sampling, performance
  • 49. reviews, and surveys (PMI, 2013). Inspection Checklist Project Name: Project Number: Inspector Name: Date: Sheet: Spec. Section: Page: ___ of ___ No. Item Yes No N/A 1 Was the IT department lead present? 2 Material a) Were software and hardware inspected for compliance? b) Were corrective actions taken for software and hardware?
  • 50. c) Were the corrective actions appropriate? d) Were any deviations accepted? 3 Installation Requirements a) Did work comply with specifications in the project scope? b) Was workmanship satisfactory? c) Were the corrective actions appropriate? d) Were any deviations accepted? 4
  • 51. Tests a) Were tests being performed on the software? b) Was testing frequency satisfactory? c) Were test samples or locations appropriate? 5 Inspections a) Was inspection done by the Quality Assurance department? b) Was the inspection frequency as established by QA? c) Were critical inspections satisfactory?
  • 52. d) Was the inspection satisfactory? Comments: Inspector Signature: Project Manager Signature: Procurement Management Plan Plan Procurement Management: The plan procurement management process is when decisions are made regarding whether to use internal resources or to outsource for a project, and then determining potential sellers if outsourcing is chosen as the preferred method (PMI, 2013). The type of software that is being implemented in this project has already been chosen by senior management, so the plan procurement management process only needs to determine whether to use internal resources for software installation and training or to outsource those services to an external customer. Statement of Work 1. Project Scope: Install NetSuite OpenAir software on 200 computers and provide training to each user in the organization. 2. Deliverables: 200 fully functioning software suites and 200 adequately trained users. 3. Period of Performance: September 2, 2019 through April 7, 2020. 4. Project Manager: Joshua Johnson 5. Physical Location: Colorado Builders headquarters, 123
  • 53. Powers Boulevard, Colorado Springs, Colorado. 6. Supplies and Equipment: Vendor will utilize the computers and network that are already in place. 7. Payment Rate: Flat fee of $211,000. 8. Payment Terms: Vendor will invoice Colorado Builders monthly. Source Selection Criteria: Rating Scale: 1 = Low probability of meeting the criteria 3 = High probability of meeting the criteria Selection Criteria Raven IT Services Intelligent IT Design Use Internal Resources Able to accommodate the schedule of the project. 3 2 1 No recent projects that have been left incomplete. 3 1 2 Able to provide positive reviews of past projects. 2 3 1 Project team is comprised of experienced personnel. 2 3 1 Able to provide a deliverable that meets all quality expectations.
  • 54. 3 1 2 Able to stick to the proposed budget. 3 2 1 Overall rating 16 12 8 Make or Buy Analysis: A make or buy analysis can help determine whether to use internal resources for a project or to outsource those services. When making this analysis it is important to consider if your internal resources are skilled enough to complete the project, which option is most cost effective, and do the internal resources have the available time to complete the project. For this project I have used the source selection criteria matrix to determine that the best option is to keep the software installation and training in house. This option is the most cost effective and provides full control of the project to the organization. Conduct Procurements: The conduct procurement process is when sellers provide responses to request for proposals, a seller is selected, and a contract is created (PMI, 2013). Since it was determined during the make or buy analysis that internal resources will be used for this project, there will be no proposals, vendor selection, or contracts associated with this project. Control Procurements:
  • 55. The control procurements process involves maintaining vendor relationships, monitoring the contract, making changes to the contract, and closing out the contract when the project is complete (PMI, 2013). During this process the change control plan will be used if there is a necessary change to the project. Some techniques that can be used to monitor the contract are performance reviews, audits, and trend analysis (PMI, 2013). Stakeholder Management Plan This is the process of identifying personnel who have a vested interest in the project, assessing their interest levels, and planning engagement. Using the below power/interest grid, you can determine how to interact with the various stakeholders. (Mendelow, 1981) Stakeholder Identification: Stakeholder Power Interest Action Project Sponsor High High Manage Closely Project Manager High High Manage Closely Project Team Low High Keep Satisfied Users Low Low Monitor
  • 56. Software Provider Low Low Monitor Stakeholder Assessment Engagement Matrix: The stakeholder assessment engagement matrix analyzes the current level of stakeholder engagement compared to the desired level of engagement (PMI, 2013). Stakeholder Unaware Resistant Neutral Supportive Leading Project Sponsor C, D Project Manager C, D Project Team
  • 57. C, D Users C D Software Provider C D Key: C = Current level of engagement D = Desired level of engagement References Deploy Opex. (2018). Statement of Work Template. Retrieved July 22, 2019, from https://lsc.deployopex.com/templates/
  • 58. Mendelow, A.L. (1981). 'Environmental Scanning - The Impact of the Stakeholder Concept,' Image, ICIS 1981 Proceedings, 20. Retrieved July 24, 2019, from https://www.mindtools.com/pages/article/newPPM_07.htm Project Management Institute, A Guide to the Project Management Body of Knowledge, (PMBOK® Guide), Fifth Edition, Project Management Institute, Inc. 2013. Retrieved July 20, 2019 from https://ebooksbvd.my-education connection.com/read/9781628253900bvd/copyright_xhtml