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One Hundred Rules for NASA
Project Managers
Brief summary
     by
       Ramona-Andreea MOCANU
       An 4 CTI
Where did the list came from?
    • Jerry Madden, Associate Director of the Flight Projects Directorate at
       NASA's Goddard Space Flight Center, collected these gems of wisdom
                    over a number of years from various unidentified sources.
 • Jerry was apparently well respected at NASA, and his list has continued
     to circulate. One NASA site includes these comments: "Madden retired
      from NASA in 1995 as Associate Director of Flight Projects at Goddard
  Space Flight Center. Considered by many of his peers to be one of NASA's
                             premiere project managers, Madden's reputation
 for frank, on-target observations of project
 management continues to be celebrated today,
 as his list of lessons is handed down to a new
 generation of project managers.
Table Of Contents
•   The Project Manager
•   Initial Work
•   Communications
•   People
•   Reviews and Reports
•   Contractors and Contracting
•   Engineers and Scientists
•   Hardware
•   Computers and Software
•   Senior Management, Program Offices, and Above
•   Program Planning, Budgeting, and Estimating
•   The Customer
•   NASA Management Instructions
•   Decision Making
•   Professional Ethics and Integrity
•   Project Management and Teamwork
•   Treating and Avoiding Failures
The Project Manager (examples)
• Rule #1: A project manager should visit everyone who is building anything for his
  project at least once, should know all the managers on his project (both government
  and contractor), and know the integration team members. People like to know that
  the project manager is interested in their work and the best proof is for the manager
  to visit them and see first hand what they are doing.

• Rule #4: Whoever you deal with, deal fairly. Space is not a big playing field. You may
  be surprised how often you have to work with the same people. Better they respect
  you than carry a grudge.

• Rule #5: Vicious, despicable, or thoroughly disliked persons, gentlemen, and ladies
  can be project managers. Lost souls, procrastinators, and wishy-washies cannot.

• Rule #14: Most managers succeed on the strength and skill of their staff.
Initial Work


• Rule #15: The seeds of problems are laid down early. Initial planning is the most
  vital part of a project. The review of most failed projects or project problems indicate
  the disasters were well planned to happen from the start.
Communications (examples)
• Rule #17: Talk is not cheap; but the best way to understand a personnel or technical
  problem is to talk to the right people. Lack of talk at the right levels is deadly.

• Rule #18: Most international meetings are held in English. This is a foreign language
  to most participants such as Americans, Germans, Italians, etc. It is important to have
  adequate discussions so that there are no misinterpretations of what is said.

• Rule #19: You cannot be ignorant of the language of the area you manage or with
  that of areas with which you interface. Education is a must for the modern manager.
  There are simple courses available to learn computerese, communicationese and all
  the rest of the modern "ese's" of the world. You can't manage if you don't understand
  what is being said or written.
People (examples)
• Rule #20: You cannot watch everything. What you can watch is the people.
  They have to know you will not accept a poor job.

• Rule #23: The source of most problems is people, but darned if they will admit
  it. Know the people working on your project to know what the real weak spots
  are.

• Rule #30: It is mainly the incompetent that don't like to show off their work.

• Rule #32: People have reasons for doing things the way they do them.
  Most people want to do a good job and, if they don't, the problem is they
  probably don't know how or exactly what is expected.
Reviews and Reports (examples)
• Rule #35: The number of reviews is increasing but the knowledge transfer remains
  the same; therefore, all your charts and presentation material should be constructed
  with this fact in mind. This means you should be able to construct a set of slides that
  only needs to be shuffled from presentation to presentation.

• Rule #40: A working meeting has about six people attending. Meetings larger than
  this are for information transfer (management science has shown that, in a group
  greater than twelve, some are wasting their time).

• Rule #43: Documentation does not take the place of knowledge. There is a great
  difference in what is supposed to be, what is thought to have happened, and reality.
  Documents are normally a static picture in time that get outdated rapidly.
Contractors and Contracting (examples)
• Rule #47: A project manager is not the monitor of the contractor's work
  but is to be the driver. In award fee situations, the government personnel
  should be making every effort possible to make sure the contractor gets a
  high score (i.e., be on schedule and produce good work). Contractors don't
  fail, NASA does and that is why one must be proactive in support. This is
  also why a low score damages the government project manager as much as
  the contractor's manager because it means that he is not getting the job
  done.

• Rule #50: Being friendly with a contractor is fine—being a friend of a
  contractor is dangerous to your objectivity.
Engineers and Scientists (examples)
• Rule #55: Over-engineering is common. Engineers like puzzles and mazes.
  Try to make them keep their designs simple.

• Rule #56: The first sign of trouble comes from the schedule or the cost
  curve. Engineers are the last to know they are in trouble. Engineers are born
  optimists.

• Rule #57: The project has many resources within itself. There probably are
  five or ten system engineers considering all the contractors and instrument
  developers. This is a powerful resource that can be used to attack problems
Hardware (examples)
• Rule #60: In the space business, there is no such thing as previously flown
  hardware. The people who build the next unit probably never saw the previous unit.
  There are probably minor changes (perhaps even major changes); the operational
  environment has probably changed; the people who check the unit out in most cases
  will not understand the unit or the test equipment.

• Rule #61: Most equipment works as built, not as the designer planned. This is due to
  layout of the design, poor understanding on the designer's part, or poor
  understanding of component specifications.
Computers and Software (examples)
• Rule #62: Not using modern techniques, like computer systems, is a great
  mistake, but forgetting that the computer simulates thinking is a still greater
  mistake.

• Rule #63: Software has now taken on all the parameters of hardware (i.e.,
  requirement creep, high percentage of flight mission cost, need for quality
  control, need for validation procedures, etc.). It has the added feature that it is
  hard as blazes to determine it is not flawed. Get the basic system working first
  and then add the bells and whistles. Never throw away a version that works even
  if you have all the confidence in the world that the newer version works. It is
  necessary to have contingency plans for software.

• Rule #64: Knowledge is often revised by simulations or testing, but computer
  models have hidden flaws not the least of which is poor input data.
Program Planning, Budgeting, and
Estimating (examples)
• Rule #74: All problems are solvable in time, so make sure you have enough schedule
  contingency—if you don't, the next project manager that takes your place will.

• Rule #75: The old NASA pushed the limits of technology and science; therefore, it
  did not worry about requirements creep or overruns. The new NASA has to work as if
  all projects are fixed price; therefore, requirement creep has become a deadly sin.

• Rule #79: Next year is always the year with adequate funding and schedule. Next
  year arrives on the 50th year of your career.
Treating and Avoiding Failures (examples)
• Rule #92: In case of a failure:
a) Make a timeline of events and include everything that is known.
b) Put down known facts. Check every theory against them.
c) Don't beat the data until it confesses (i.e., know when to stop trying to force-fit a
   scenario).
d) Do not arrive at a conclusion too fast. Make sure any deviation from normal is
   explained. Remember the wrong conclusion is prologue to the next failure.
e) Know when to stop.


• Rule #100: Never make excuses; instead, present plans of actions to be
   taken.
Conclusions
• These rules are a respectful tribute to Jerry's
  practical wisdom and good natured vision of
  excellence.

• The version that NASA has re-posted is a little
  different, including some additions, but still rely
  on these initial rules.
Bibliography

• http://www.altisinc.com/resources/rules/

• http://askmagazine.nasa.gov/issues/14/practices/as

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One hundred rules for nasa project managers

  • 1. One Hundred Rules for NASA Project Managers Brief summary by Ramona-Andreea MOCANU An 4 CTI
  • 2. Where did the list came from? • Jerry Madden, Associate Director of the Flight Projects Directorate at NASA's Goddard Space Flight Center, collected these gems of wisdom over a number of years from various unidentified sources. • Jerry was apparently well respected at NASA, and his list has continued to circulate. One NASA site includes these comments: "Madden retired from NASA in 1995 as Associate Director of Flight Projects at Goddard Space Flight Center. Considered by many of his peers to be one of NASA's premiere project managers, Madden's reputation for frank, on-target observations of project management continues to be celebrated today, as his list of lessons is handed down to a new generation of project managers.
  • 3. Table Of Contents • The Project Manager • Initial Work • Communications • People • Reviews and Reports • Contractors and Contracting • Engineers and Scientists • Hardware • Computers and Software • Senior Management, Program Offices, and Above • Program Planning, Budgeting, and Estimating • The Customer • NASA Management Instructions • Decision Making • Professional Ethics and Integrity • Project Management and Teamwork • Treating and Avoiding Failures
  • 4. The Project Manager (examples) • Rule #1: A project manager should visit everyone who is building anything for his project at least once, should know all the managers on his project (both government and contractor), and know the integration team members. People like to know that the project manager is interested in their work and the best proof is for the manager to visit them and see first hand what they are doing. • Rule #4: Whoever you deal with, deal fairly. Space is not a big playing field. You may be surprised how often you have to work with the same people. Better they respect you than carry a grudge. • Rule #5: Vicious, despicable, or thoroughly disliked persons, gentlemen, and ladies can be project managers. Lost souls, procrastinators, and wishy-washies cannot. • Rule #14: Most managers succeed on the strength and skill of their staff.
  • 5. Initial Work • Rule #15: The seeds of problems are laid down early. Initial planning is the most vital part of a project. The review of most failed projects or project problems indicate the disasters were well planned to happen from the start.
  • 6. Communications (examples) • Rule #17: Talk is not cheap; but the best way to understand a personnel or technical problem is to talk to the right people. Lack of talk at the right levels is deadly. • Rule #18: Most international meetings are held in English. This is a foreign language to most participants such as Americans, Germans, Italians, etc. It is important to have adequate discussions so that there are no misinterpretations of what is said. • Rule #19: You cannot be ignorant of the language of the area you manage or with that of areas with which you interface. Education is a must for the modern manager. There are simple courses available to learn computerese, communicationese and all the rest of the modern "ese's" of the world. You can't manage if you don't understand what is being said or written.
  • 7. People (examples) • Rule #20: You cannot watch everything. What you can watch is the people. They have to know you will not accept a poor job. • Rule #23: The source of most problems is people, but darned if they will admit it. Know the people working on your project to know what the real weak spots are. • Rule #30: It is mainly the incompetent that don't like to show off their work. • Rule #32: People have reasons for doing things the way they do them. Most people want to do a good job and, if they don't, the problem is they probably don't know how or exactly what is expected.
  • 8. Reviews and Reports (examples) • Rule #35: The number of reviews is increasing but the knowledge transfer remains the same; therefore, all your charts and presentation material should be constructed with this fact in mind. This means you should be able to construct a set of slides that only needs to be shuffled from presentation to presentation. • Rule #40: A working meeting has about six people attending. Meetings larger than this are for information transfer (management science has shown that, in a group greater than twelve, some are wasting their time). • Rule #43: Documentation does not take the place of knowledge. There is a great difference in what is supposed to be, what is thought to have happened, and reality. Documents are normally a static picture in time that get outdated rapidly.
  • 9. Contractors and Contracting (examples) • Rule #47: A project manager is not the monitor of the contractor's work but is to be the driver. In award fee situations, the government personnel should be making every effort possible to make sure the contractor gets a high score (i.e., be on schedule and produce good work). Contractors don't fail, NASA does and that is why one must be proactive in support. This is also why a low score damages the government project manager as much as the contractor's manager because it means that he is not getting the job done. • Rule #50: Being friendly with a contractor is fine—being a friend of a contractor is dangerous to your objectivity.
  • 10. Engineers and Scientists (examples) • Rule #55: Over-engineering is common. Engineers like puzzles and mazes. Try to make them keep their designs simple. • Rule #56: The first sign of trouble comes from the schedule or the cost curve. Engineers are the last to know they are in trouble. Engineers are born optimists. • Rule #57: The project has many resources within itself. There probably are five or ten system engineers considering all the contractors and instrument developers. This is a powerful resource that can be used to attack problems
  • 11. Hardware (examples) • Rule #60: In the space business, there is no such thing as previously flown hardware. The people who build the next unit probably never saw the previous unit. There are probably minor changes (perhaps even major changes); the operational environment has probably changed; the people who check the unit out in most cases will not understand the unit or the test equipment. • Rule #61: Most equipment works as built, not as the designer planned. This is due to layout of the design, poor understanding on the designer's part, or poor understanding of component specifications.
  • 12. Computers and Software (examples) • Rule #62: Not using modern techniques, like computer systems, is a great mistake, but forgetting that the computer simulates thinking is a still greater mistake. • Rule #63: Software has now taken on all the parameters of hardware (i.e., requirement creep, high percentage of flight mission cost, need for quality control, need for validation procedures, etc.). It has the added feature that it is hard as blazes to determine it is not flawed. Get the basic system working first and then add the bells and whistles. Never throw away a version that works even if you have all the confidence in the world that the newer version works. It is necessary to have contingency plans for software. • Rule #64: Knowledge is often revised by simulations or testing, but computer models have hidden flaws not the least of which is poor input data.
  • 13. Program Planning, Budgeting, and Estimating (examples) • Rule #74: All problems are solvable in time, so make sure you have enough schedule contingency—if you don't, the next project manager that takes your place will. • Rule #75: The old NASA pushed the limits of technology and science; therefore, it did not worry about requirements creep or overruns. The new NASA has to work as if all projects are fixed price; therefore, requirement creep has become a deadly sin. • Rule #79: Next year is always the year with adequate funding and schedule. Next year arrives on the 50th year of your career.
  • 14. Treating and Avoiding Failures (examples) • Rule #92: In case of a failure: a) Make a timeline of events and include everything that is known. b) Put down known facts. Check every theory against them. c) Don't beat the data until it confesses (i.e., know when to stop trying to force-fit a scenario). d) Do not arrive at a conclusion too fast. Make sure any deviation from normal is explained. Remember the wrong conclusion is prologue to the next failure. e) Know when to stop. • Rule #100: Never make excuses; instead, present plans of actions to be taken.
  • 15. Conclusions • These rules are a respectful tribute to Jerry's practical wisdom and good natured vision of excellence. • The version that NASA has re-posted is a little different, including some additions, but still rely on these initial rules.