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Project Management
Dan Fleck
Ch 24 Project Mgmt Concepts
Ch 27 Project Scheduling
Coming up: Project Management
– 4 Ps
Why care about project
management?
 10% of projects successful between 1998 and 2004
Project Management – 4 Ps
 People — the most important element of a
successful project
 Product — the software to be built
 Process — the set of framework activities and
software engineering tasks to get the job done
 Project — all work required to make the product a
reality
Coming up: Stakeholders are people to
Stakeholders are people too
 Senior managers who define the business issues that often have
significant influence on the project.
 Project (technical) managers who must plan, motivate, organize,
and control the practitioners who do software work.
 Practitioners who deliver the technical skills that are necessary to
engineer a product or application; often make poor team leaders
 Customers who specify the requirements for the software to be
engineered and other stakeholders who have a peripheral interest
in the outcome.
 End-users who interact with the software once it is released for
production use.
Coming up: Your job as a leader
Your job is to organize and bring value from these people
Your job as a leader
 The MOI Model
 Motivation. The ability to
encourage (by “push or pull”)
technical people to produce to their best ability.
 Organization. The ability to mold existing
processes (or invent new ones) that will enable the
initial concept to be translated into a final product.
 Ideas or innovation. The ability to encourage
people to create and feel creative even when they
must work within bounds established for a particular
software product or application.
Coming up: Your job as a manager
Your job as a manager
Make sure these happen
 Formal risk management
 Empirical cost and schedule estimation
 Metrics-based project management
 Tracking – amount of work done, costs, work
remaining, etc…
 Defect tracking against quality targets
 People aware project management
Coming up: Project Manager
Project Manager
 Management is using tools and
techniques
 Leadership is inspiring people to do the
right thing
 Leadership with poor management
practices can be successful, management
with poor leadership will fail.
Coming up: Motivating People
Motivating People
 Use monetary rewards cautiously
 Use intrinsic rewards
 Recognition
 Achievement
 The work itself
 Responsibility
 Advancement
 Chance to learn new skills
Coming up: Understanding the problem
Understanding the problem
At the beginning you should ask yourself these questions
 Why is the system being developed?
 What will be done?
 When will it be accomplished?
 Who is responsible?
 Where are they organizationally located?
 How will the job be done technically and
managerially?
 How much of each resource (e.g., people, software,
tools, database) will be needed?
Barry Boehm
Coming up: Define success and failure
Define success and failure
 Don’t lie to yourself!
 Be confident, trust
yourself for success!
 Quantify your project
outcomes to allow
success or failure
 A vague or un-measurable outcome is much
less helpful - Dan Fleck
Coming up: Leadership Case Study: 3M
Leadership Case Study: 3M
Philosophy:
 As our business grows, it becomes increasingly necessary to delegate
responsibility and to encourage men and women to exercise their initiative.
This requires considerable tolerance. Those men and women to whom we
delegate authority and responsibility, if they are good people, are going to
want to do their jobs in their own way.
 "Mistakes will be made. But if a person is essentially right, the mistakes he
or she makes are not as serious in the long run as the mistakes
management will make if it undertakes to tell those in authority exactly how
they must do their jobs.”
 "Management that is destructively critical when mistakes are made kills
initiative. And it's essential that we have many people with initiative if we
are to continue to grow." .
 These are common themes now, but not in 1940s when 3M codified them
Coming up: 3M Results
3M Results
 Encouragement and a culture of innovation
yields:
 1968 Dr. Spence Silver does an experiment that yields an adhesive that sticks, but not strongly
 Presents around the company for 5 years with no “takers”
 In 1973, 3M scientist Art Fry was trying to mark his place in his church choir hymn book with
bits of paper that kept falling out.
 Art works with Spence. Creates little notepapers.
 Marketing says “not enough market, who wants to pay for scraps of paper?”, engineering says
“too hard to make, will be costly”
 Response: If it’s hard to make that’s great, no one but 3M will be able to do it!
 Fry sends out “free samples” across the company, making sure to include executive’s
assistants
 Demand rises – finally the product is introduced. Within 1 year PostIt notes named “Outstanding
New Product” and today generates $100 million in US sales
 This is possible because of a culture in the company to empower, encourage, and experiment!
Coming up: Avoid team toxicity
Scheduling
 One of the most
important things you
can do is schedule.
 Also one of the first things you should do!
 Tools help
 Microsoft Project
 OpenProj.org
 OpenWorkbench.org
Coming up: Planning
Planning
 The bad news: time flies
 The good news: you’re the pilot!
 You must begin planning
immediately
 Given limited information
 Plan anyway and then
revise
Coming up: Creating a plan: Things to know
Creating a plan: Things to know
 Scope
• Context. How does the software to be built fit into a larger system,
product, or business context and what constraints are imposed as a
result of the context?
• Information objectives. What customer-visible data objects
(Chapter 8) are produced as output from the software? What data
objects are required for input?
• Function and performance. What function does the software
perform to transform input data into output? Are any special
performance characteristics to be addressed?
 Software project scope must be unambiguous and
understandable at the management and technical
levels.
Coming up: Creating a plan: Things to do
Creating a plan: Things to do
 Problem Decomposition: Sometimes called
partitioning or problem elaboration
 Once scope is defined …
 It is decomposed into constituent functions
 It is decomposed into user-visible data objects
or
 It is decomposed into a set of problem classes
 Decomposition process continues until all
functions or problem classes have been defined
(this won’t be far at the beginning of your
project)
Coming up: Create a schedule
Schedule
 List of tasks
 With dates
 With assigned resources (people)
 With durations
 With predecessors and successors
 How do you get buy-in from the team for a
schedule?
 History
 Increments
Coming up: Schedule Terms
Schedule Terms
 Critical path
 Sequence of tasks that form the longest path to
completion of the project. Any delay on any of these
will make the overall completion date move.
 Slack
 Amount of time a task can be delayed without
affecting the overall completion date.
• Start slack - amount before task needs to start
• Finish slack - amount before task needs to finish
 Milestone - An import date in the schedule
 Dependencies - relationship between tasks
Coming up: Schedule Dependencies
Schedule Dependencies
 FS - Finish to start (most common)
 A FS B. B doesn’t start until A is finished
 Build wall FS Paint wall
 FF - Finish to finish
 A FF B. B doesn’t finish before A is finished
 Write final chapter FF Complete Index
 SS - Start to start
 A SS B. B doesn’t start until A has started
 Project funded SS project management activities begin
 SF - Start to finish
 A SF B. B doesn’t finish before A has started
 Once A starts, B is allowed to finish
 B=Baby sit a child, A=parent comes home
Coming up: Resource Leveling
Resource Leveling
 A process to examine a project for an unbalanced
use of people and to resolve over-allocations or
conflicts
 Happens when multiple tasks are scheduled at the
same time for the same person
 Solution:
 Make tasks sequential by introducing “fake”
dependencies
 Split resource usage among tasks (50% on task 1, 50%
on task 2)
Coming up: Auto Resource Leveling
Auto Resource Leveling
 Some tools (not Open Project) provide auto
resource leveling
 Tool automatically ensures no person works
over 100% of the time (automatically makes
tasks sequential)
 Advantageous because this does not
introduce “fake” dependencies
Coming up: Gantt Chart
Gantt Chart
Coming up: Finding Critical Path
Finding Critical Path
 Draw a network diagram of the activities
 Determine the Early Start (ES) of each
node. Work from beginning node (ES=0)
to final node
 ES - earliest time the activity can start
 ES = Max(ESprevNode + DurationPrevNode)
Coming up: Finding Critical Path
A
C
B
ES: 4
ES: 2
ES: ??
Finding Critical Path
 Determine the Late Start (LS) of each
node. Work from the final node to the
beginning node.
 The latest time the activity can start without
changing the end date of the project
 LS = MIN(LSnext - DurationNode)
 For the last node LS = ES
Coming up: Example
A
C
B
LS: ?
LS: ?
LS: 12
A
C
B
LS: ?
LS: 13
LS: 12
Example
Here's the example:
Activity Description Predecessor Duration
A Product design (None) 5 months
B Market research (None) 1
C Production analysis A 2
D Product model A 3
E Sales brochure A 2
F Cost analysis C 3
G Product testing D 4
H Sales training B, E 2
I Pricing H 1
J Project report F, G, I 1
Coming up: Example Node Network
Example Node Network
A
E
D
C
I
G
F
J
B
H Here's the example:
Activity Description Predecessor Duration
A Product design (None) 5 months
B Market research(None) 1
C Production A 2
D Product model A 3
E Sales brochure A 2
F Cost analysis C 3
G Product testing D 4
H Sales training B, E 2
I Pricing H 1
J Project report F, G, I 1
ES:0
LS:
ES:5
LS:
ES:0
LS:
ES:5
LS:
ES:5
LS:
ES:7
LS:
ES:9
LS:
ES:8
LS:
ES:7
LS:
ES:12
LS:
Coming up: Example Node Network
ES(H)
ES(E)+dur(E) = 5 + 2 = 7
ES(B)+dur(B) = 0 + 1 = 1
Maximum = 7 = ES(H)
ES(J)
ES(F)+dur(F) = ?
ES(G)+dur(G) = ?
ES(I) + dur(I) = ?
Maximum = ? = ES(J)
Example Node Network
A
E
D
C
I
G
F
J
B
H Here's the example:
Activity Description Predecessor Duration
A Product design (None) 5 months
B Market research(None) 1
C Production A 2
D Product model A 3
E Sales brochure A 2
F Cost analysis C 3
G Product testing D 4
H Sales training B, E 2
I Pricing H 1
J Project report F, G, I 1
ES:0
LS:0
ES:5
LS:5
ES:0
LS:8
ES:5
LS:7
ES:5
LS:7
ES:7
LS:9
ES:9
LS:11
ES:8
LS:8
ES:7
LS:9
ES:12
LS:12
Coming up: Example Node Network
LS(F)
LS(J)-dur(F) = 12 – 3
= 9
LS(A) =
LS(C) – dur(A) = 7 – 5 = 2
LS(D) – dur(A) = 5 – 5 = 0
LS(E) – dur (A) = 7 – 5 = 2
Minimum = 0 = LS(A)
Example Node Network
A
E
D
C
I
G
F
J
B
H Here's the example:
Activity Description Predecessor Duration
A Product design (None) 5 months
B Market research(None) 1
C Production A 2
D Product model A 3
E Sales brochure A 2
F Cost analysis C 3
G Product testing D 4
H Sales training B, E 2
I Pricing H 1
J Project report F, G, I 1
ES:0
LS:0
ES:5
LS:5
ES:0
LS:8
ES:5
LS:7
ES:5
LS:7
ES:7
LS:9
ES:9
LS:11
ES:8
LS:8
ES:7
LS:9
ES:12
LS:12
Coming up: Game Development In-Class Exercise
Game Development In-Class Exercise
TASK DURATION (days) PREDECESSORs
A Graphics Engine 14
B Sound Engine 5 I
C Music Engine 5 J
D Input Engine 10 A
E Gameplay/general
programming
31 B, C, D
F Physics 7 E
G 2D Artwork 14
H 3D Artwork 21 G
I Sound Effects 14
J Music 9
K Level Design 21 F, H
Find the critical path
Coming up: Review Questions
Review Questions
 What is the critical path?
 Do all nodes on the critical
path have to be connected
to each other? (directly)
 What is slack?
 When should you write your schedule for
the work?
 What is resource leveling?
Coming up: What about Agile?
What about Agile?
 Planning and tracking is still important!
 Scrum Burndown Chart
 Release Burndown: Number of story points
versus Release
 Sprint Burndown: Number of story points versus
day
 Burndown chart shows amount of work
remaining, and charts the trajectory to help
predict success or failure
Coming up: Sprint Burndown Chart
Sprint Burndown Chart
Coming up: Release Burndown Chart
Day
Story
Points
Remaining
Release Burndown Chart
Coming up: Burndown Chart
Iteration Number
Story
Points
Remaining
Burndown Chart
 Vertical axis can be any metric describing
amount of work remaining:
 Story points
 User Stories
 Use Cases
 Requirements
 Ideal developer hours
Coming up: Earned Value Management
Scheduling Rules of Thumb
 One person should always edit the
schedule (you!)
 If you have two people that need to, create
two files and link them together
 Keep it simple and useful
 Level your resources
 Share the schedule with your team
 40-20-40; coding is 20% of the effort
Coming up: Schedule Example
Schedule Example
 Lets try to schedule this work among our
three developers “John, Mary, Carl”
Coming up: Scheduling Steps
TASK DURATION (days) PREDECESSORs
A Graphics Engine 14
B Sound Engine 5 I
C Music Engine 5 J
D Input Engine 10 A
E Gameplay/general
programming
31 B, C, D
F Physics 7 E
G 2D Artwork 14
H 3D Artwork 21 G
I Sound Effects 14
J Music 9
K Level Design 21 F, H
Scheduling Steps
 Add in all the tasks (preferably in a
hierarchy)
 Add in all the dependencies
 Break down large tasks into smaller tasks.
Optimally (in Dan Fleck’s opinion) you want
to schedule so the duration of each smallest
task is at most 3-5 days
 Assign people (resources) to tasks
 Level your resources
Coming up: Classic Mistakes
Classic Mistakes
 Overly optimistic schedule
 Failing to monitor schedule
 Failing to update schedule
 Adding people to a late project
 Failure to manage expectations of others
 Leaving out a task
Coming up: Scope Creep
Earned Value Management
 How much work you planned to have accomplished by
now (in dollars or hours) called the Planned Value
 How much you have actually spent by now (in dollars or
hours), called Actual Cost
 The value, in terms of your baseline budget, of the work
accomplished by now (in dollars or hours), called the
Earned Value!
Coming up: Earned Value Management
Idea is to link schedule and cost together to
monitor both in the same “units” of value
Earned Value Management
 Planned value (PV) - the value of all resources
needed to meet the project’s objectives
 Each objective of a project has an associated
planned value
 Budgeted (cost) at completion (BAC) - The sum
of all the PVs
 Earned value (EV) - the amount of value
completed at any point during the project
 Actual Cost (AC) - actual amount of money you
have spent so far. In a perfect project AC and
EV are the same.
Coming up: Earned Value Management Example
Earned Value Management
Example
 We’ve budgeted $200 to buy, setup, network
and test a new system
 Our planned values (PVs) of each task are:
• Buy - $50, Setup - $75, network - $50, test - $25
• Our BAC is therefore $200
 We’ve now completed phase one, and thus our
earned value (EV) is now $50.
 To do this we spent $60 (our actual cost (AC))
Coming up: Earned Value Management Example
Earned Value Management
Example
 Schedule performance index (SPI)
 EV / PV --> 50/50 = 1 (perfect).
 Our group is on schedule
 Cost performance index (CPI)
 EV / AC --> 50/60 = 0.83
 For every dollar spent, I get 83 cents worth of work.
 Estimated cost at completion (EAC)
 BAC / CPI = 200 / 0.83 = $240.96
 Schedule Variance (SV) : EV - PV
 Cost Variance (CV) : EV - AC
Coming up: EVM Example 2 from: http://www.hyperthot.com/pm_cscs.htm
Memorization
Hint: Most
equations begin
with earned value
EVM Example 2 from:
http://www.hyperthot.com/pm_cscs.htm
 PLANNED VALUE (Budgeted cost of the work scheduled)
= 18 + 10 + 16 + 6 = $50
 EARNED VALUE (Budgeted cost of the work performed)
= 18 + 8 + 14 + 0 = $40
 ACTUAL COST (of the work performed) = $45 (Data from Acct.
System)
 Therefore:
 Schedule Variance = 40 - 50 = -$10
 Schedule Performance Index = 40 / 50 = 0.8
Coming up: What is earned value?
What is planned value at time X?
What is earned value at time X?
Line is at 16, blue bar
ends at 14
Line is at 6
Earned – Planned. Perfect is?
What is earned value?
 A. The amount of money you get upon
completion of a task
 B. The value of an activity
 C. The value of the work completed by
now in the schedule
 D. The value of all activities planned to be
completed by now in the schedule
Coming up: Why do you use earned value management?
Why do you use earned value
management?
 A.It is required by my contract
 B. Measuring value give you more
information than measuring cost or time
alone
 C. I don’t use it
 D. It guarantees my project will be done
on time
Coming up: Scheduling Rules of Thumb
Scope Creep
 The scope of your project is all the work you
initially planned to do.
 Scope creep is when your project gets new
tasks throughout it’s lifetime without adding
more resources to handle new tasks. The
scope is “creeping” up…
 Scope changes are OK, and really
unavoidable… that’s fine. However you must
update the resources (time, features or
people accordingly)
Coming up: Why would scope changes occur?
Scope
BOO!
Why would scope changes
occur?
 A. You get more money to do more things
 B. The customer asks you to do
something extra because “it is critical for
success”
 C. A competing product has a feature that
you must have to be competitive
 D. All of these
Coming up: Which are causes of scope creep?
Scope Change versus Creep
Your company has a $1million dollar
contract with a defined scope.
Scope change:
Customer: please add all these requirements,
and I’ll increase the contract to $2million dollars
Manager: Certainly! 
Scope creep:
Customer: please add all these requirements, and I’ll be
really happy.
Manager: Certainly! 
Change is good!
Which are causes of scope creep?
 A. poor change control
 B. lack of proper initial identification of
what is required to satisfy project
objectives
 C. a weak project manager
 D. all of these
Source: Wikipedia: Scope Creep
Coming up: Managing Scope
Managing Scope
 How to deal with the inevitable “Scope
creep”?
 Joint Application Development and
prototyping
 Formal change approval
 Defer additional requirements as future
system enhancements
Scope
Coming up: Managing Risk
Managing Risk
 Document your risks in a risk management plan
1 Description of risk
2 Likelihood of occurrence (0-100%)
3 Impact - 1(low)  5 (high), or cost $20,000
4 Exposure = Impact * Likelihood
5 Mitigation strategy
• How to lessen the impact of the risk
• How to lessen the likelihood
• An action plan if risk occurs
 Update and track your risks
 Communicate your risks to upper management
Coming up: Projects get into trouble when…
Coming up: Common-Sense Approach to Projects
Projects get into trouble when…
 Software people don’t understand their customer’s needs.
 The product scope is poorly defined.
 Changes are managed poorly.
 The chosen technology changes.
 Business needs change [or are ill-defined].
 Deadlines are unrealistic.
 Users are resistant.
 Sponsorship is lost [or was never properly obtained].
 The project team lacks people with appropriate skills.
 Managers [and practitioners] avoid best practices and lessons
learned.
Coming up: References
Common-Sense Approach to Projects
 Start on the right foot. This is accomplished by working hard (very hard) to
understand the problem that is to be solved and then setting realistic
objectives and expectations.
 Maintain momentum. The project manager must provide incentives to
keep turnover of personnel to an absolute minimum, the team should
emphasize quality in every task it performs, and senior management
should do everything possible to stay out of the team’s way.
 Track progress. For a software project, progress is tracked as work
products (e.g., models, source code, sets of test cases) are produced and
approved (using formal technical reviews) as part of a quality assurance
activity.
 Make smart decisions. In essence, the decisions of the project manager
and the software team should be to “keep it simple.”
 Conduct a postmortem analysis. Establish a consistent mechanism for
extracting lessons learned for each project.
References
 www.projity.com
 Wikipedia: Project Management
 Pressman R., Software Engineering A Practical Approach, Ch 21
 Pressman R., Software Engineering A Practical Approach, Slides for Ch 21
 Kazman R., The CIO, People Issues, Project & Change Management,
kazman.shidler.hawaii.edu/619ch12.ppt
 Pratt M, Earned Value Management,
http://www.computerworld.com/action/article.do?command=viewArticleBasic&articleI
d=110065&intsrc=article_pots_bot
End of presentation
Next week
 Review student essays (due in a week)
 Homework 6 due
 Please submit sceenshots (in a word
document or pdf) to blackboard
 Testing

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projectmanagement.ppt

  • 1. Project Management Dan Fleck Ch 24 Project Mgmt Concepts Ch 27 Project Scheduling Coming up: Project Management – 4 Ps
  • 2. Why care about project management?  10% of projects successful between 1998 and 2004
  • 3. Project Management – 4 Ps  People — the most important element of a successful project  Product — the software to be built  Process — the set of framework activities and software engineering tasks to get the job done  Project — all work required to make the product a reality Coming up: Stakeholders are people to
  • 4. Stakeholders are people too  Senior managers who define the business issues that often have significant influence on the project.  Project (technical) managers who must plan, motivate, organize, and control the practitioners who do software work.  Practitioners who deliver the technical skills that are necessary to engineer a product or application; often make poor team leaders  Customers who specify the requirements for the software to be engineered and other stakeholders who have a peripheral interest in the outcome.  End-users who interact with the software once it is released for production use. Coming up: Your job as a leader Your job is to organize and bring value from these people
  • 5. Your job as a leader  The MOI Model  Motivation. The ability to encourage (by “push or pull”) technical people to produce to their best ability.  Organization. The ability to mold existing processes (or invent new ones) that will enable the initial concept to be translated into a final product.  Ideas or innovation. The ability to encourage people to create and feel creative even when they must work within bounds established for a particular software product or application. Coming up: Your job as a manager
  • 6. Your job as a manager Make sure these happen  Formal risk management  Empirical cost and schedule estimation  Metrics-based project management  Tracking – amount of work done, costs, work remaining, etc…  Defect tracking against quality targets  People aware project management Coming up: Project Manager
  • 7. Project Manager  Management is using tools and techniques  Leadership is inspiring people to do the right thing  Leadership with poor management practices can be successful, management with poor leadership will fail. Coming up: Motivating People
  • 8. Motivating People  Use monetary rewards cautiously  Use intrinsic rewards  Recognition  Achievement  The work itself  Responsibility  Advancement  Chance to learn new skills Coming up: Understanding the problem
  • 9. Understanding the problem At the beginning you should ask yourself these questions  Why is the system being developed?  What will be done?  When will it be accomplished?  Who is responsible?  Where are they organizationally located?  How will the job be done technically and managerially?  How much of each resource (e.g., people, software, tools, database) will be needed? Barry Boehm Coming up: Define success and failure
  • 10. Define success and failure  Don’t lie to yourself!  Be confident, trust yourself for success!  Quantify your project outcomes to allow success or failure  A vague or un-measurable outcome is much less helpful - Dan Fleck Coming up: Leadership Case Study: 3M
  • 11. Leadership Case Study: 3M Philosophy:  As our business grows, it becomes increasingly necessary to delegate responsibility and to encourage men and women to exercise their initiative. This requires considerable tolerance. Those men and women to whom we delegate authority and responsibility, if they are good people, are going to want to do their jobs in their own way.  "Mistakes will be made. But if a person is essentially right, the mistakes he or she makes are not as serious in the long run as the mistakes management will make if it undertakes to tell those in authority exactly how they must do their jobs.”  "Management that is destructively critical when mistakes are made kills initiative. And it's essential that we have many people with initiative if we are to continue to grow." .  These are common themes now, but not in 1940s when 3M codified them Coming up: 3M Results
  • 12. 3M Results  Encouragement and a culture of innovation yields:  1968 Dr. Spence Silver does an experiment that yields an adhesive that sticks, but not strongly  Presents around the company for 5 years with no “takers”  In 1973, 3M scientist Art Fry was trying to mark his place in his church choir hymn book with bits of paper that kept falling out.  Art works with Spence. Creates little notepapers.  Marketing says “not enough market, who wants to pay for scraps of paper?”, engineering says “too hard to make, will be costly”  Response: If it’s hard to make that’s great, no one but 3M will be able to do it!  Fry sends out “free samples” across the company, making sure to include executive’s assistants  Demand rises – finally the product is introduced. Within 1 year PostIt notes named “Outstanding New Product” and today generates $100 million in US sales  This is possible because of a culture in the company to empower, encourage, and experiment! Coming up: Avoid team toxicity
  • 13. Scheduling  One of the most important things you can do is schedule.  Also one of the first things you should do!  Tools help  Microsoft Project  OpenProj.org  OpenWorkbench.org Coming up: Planning
  • 14. Planning  The bad news: time flies  The good news: you’re the pilot!  You must begin planning immediately  Given limited information  Plan anyway and then revise Coming up: Creating a plan: Things to know
  • 15. Creating a plan: Things to know  Scope • Context. How does the software to be built fit into a larger system, product, or business context and what constraints are imposed as a result of the context? • Information objectives. What customer-visible data objects (Chapter 8) are produced as output from the software? What data objects are required for input? • Function and performance. What function does the software perform to transform input data into output? Are any special performance characteristics to be addressed?  Software project scope must be unambiguous and understandable at the management and technical levels. Coming up: Creating a plan: Things to do
  • 16. Creating a plan: Things to do  Problem Decomposition: Sometimes called partitioning or problem elaboration  Once scope is defined …  It is decomposed into constituent functions  It is decomposed into user-visible data objects or  It is decomposed into a set of problem classes  Decomposition process continues until all functions or problem classes have been defined (this won’t be far at the beginning of your project) Coming up: Create a schedule
  • 17. Schedule  List of tasks  With dates  With assigned resources (people)  With durations  With predecessors and successors  How do you get buy-in from the team for a schedule?  History  Increments Coming up: Schedule Terms
  • 18. Schedule Terms  Critical path  Sequence of tasks that form the longest path to completion of the project. Any delay on any of these will make the overall completion date move.  Slack  Amount of time a task can be delayed without affecting the overall completion date. • Start slack - amount before task needs to start • Finish slack - amount before task needs to finish  Milestone - An import date in the schedule  Dependencies - relationship between tasks Coming up: Schedule Dependencies
  • 19. Schedule Dependencies  FS - Finish to start (most common)  A FS B. B doesn’t start until A is finished  Build wall FS Paint wall  FF - Finish to finish  A FF B. B doesn’t finish before A is finished  Write final chapter FF Complete Index  SS - Start to start  A SS B. B doesn’t start until A has started  Project funded SS project management activities begin  SF - Start to finish  A SF B. B doesn’t finish before A has started  Once A starts, B is allowed to finish  B=Baby sit a child, A=parent comes home Coming up: Resource Leveling
  • 20. Resource Leveling  A process to examine a project for an unbalanced use of people and to resolve over-allocations or conflicts  Happens when multiple tasks are scheduled at the same time for the same person  Solution:  Make tasks sequential by introducing “fake” dependencies  Split resource usage among tasks (50% on task 1, 50% on task 2) Coming up: Auto Resource Leveling
  • 21. Auto Resource Leveling  Some tools (not Open Project) provide auto resource leveling  Tool automatically ensures no person works over 100% of the time (automatically makes tasks sequential)  Advantageous because this does not introduce “fake” dependencies Coming up: Gantt Chart
  • 22. Gantt Chart Coming up: Finding Critical Path
  • 23. Finding Critical Path  Draw a network diagram of the activities  Determine the Early Start (ES) of each node. Work from beginning node (ES=0) to final node  ES - earliest time the activity can start  ES = Max(ESprevNode + DurationPrevNode) Coming up: Finding Critical Path A C B ES: 4 ES: 2 ES: ??
  • 24. Finding Critical Path  Determine the Late Start (LS) of each node. Work from the final node to the beginning node.  The latest time the activity can start without changing the end date of the project  LS = MIN(LSnext - DurationNode)  For the last node LS = ES Coming up: Example A C B LS: ? LS: ? LS: 12 A C B LS: ? LS: 13 LS: 12
  • 25. Example Here's the example: Activity Description Predecessor Duration A Product design (None) 5 months B Market research (None) 1 C Production analysis A 2 D Product model A 3 E Sales brochure A 2 F Cost analysis C 3 G Product testing D 4 H Sales training B, E 2 I Pricing H 1 J Project report F, G, I 1 Coming up: Example Node Network
  • 26. Example Node Network A E D C I G F J B H Here's the example: Activity Description Predecessor Duration A Product design (None) 5 months B Market research(None) 1 C Production A 2 D Product model A 3 E Sales brochure A 2 F Cost analysis C 3 G Product testing D 4 H Sales training B, E 2 I Pricing H 1 J Project report F, G, I 1 ES:0 LS: ES:5 LS: ES:0 LS: ES:5 LS: ES:5 LS: ES:7 LS: ES:9 LS: ES:8 LS: ES:7 LS: ES:12 LS: Coming up: Example Node Network ES(H) ES(E)+dur(E) = 5 + 2 = 7 ES(B)+dur(B) = 0 + 1 = 1 Maximum = 7 = ES(H) ES(J) ES(F)+dur(F) = ? ES(G)+dur(G) = ? ES(I) + dur(I) = ? Maximum = ? = ES(J)
  • 27. Example Node Network A E D C I G F J B H Here's the example: Activity Description Predecessor Duration A Product design (None) 5 months B Market research(None) 1 C Production A 2 D Product model A 3 E Sales brochure A 2 F Cost analysis C 3 G Product testing D 4 H Sales training B, E 2 I Pricing H 1 J Project report F, G, I 1 ES:0 LS:0 ES:5 LS:5 ES:0 LS:8 ES:5 LS:7 ES:5 LS:7 ES:7 LS:9 ES:9 LS:11 ES:8 LS:8 ES:7 LS:9 ES:12 LS:12 Coming up: Example Node Network LS(F) LS(J)-dur(F) = 12 – 3 = 9 LS(A) = LS(C) – dur(A) = 7 – 5 = 2 LS(D) – dur(A) = 5 – 5 = 0 LS(E) – dur (A) = 7 – 5 = 2 Minimum = 0 = LS(A)
  • 28. Example Node Network A E D C I G F J B H Here's the example: Activity Description Predecessor Duration A Product design (None) 5 months B Market research(None) 1 C Production A 2 D Product model A 3 E Sales brochure A 2 F Cost analysis C 3 G Product testing D 4 H Sales training B, E 2 I Pricing H 1 J Project report F, G, I 1 ES:0 LS:0 ES:5 LS:5 ES:0 LS:8 ES:5 LS:7 ES:5 LS:7 ES:7 LS:9 ES:9 LS:11 ES:8 LS:8 ES:7 LS:9 ES:12 LS:12 Coming up: Game Development In-Class Exercise
  • 29. Game Development In-Class Exercise TASK DURATION (days) PREDECESSORs A Graphics Engine 14 B Sound Engine 5 I C Music Engine 5 J D Input Engine 10 A E Gameplay/general programming 31 B, C, D F Physics 7 E G 2D Artwork 14 H 3D Artwork 21 G I Sound Effects 14 J Music 9 K Level Design 21 F, H Find the critical path Coming up: Review Questions
  • 30. Review Questions  What is the critical path?  Do all nodes on the critical path have to be connected to each other? (directly)  What is slack?  When should you write your schedule for the work?  What is resource leveling? Coming up: What about Agile?
  • 31. What about Agile?  Planning and tracking is still important!  Scrum Burndown Chart  Release Burndown: Number of story points versus Release  Sprint Burndown: Number of story points versus day  Burndown chart shows amount of work remaining, and charts the trajectory to help predict success or failure Coming up: Sprint Burndown Chart
  • 32. Sprint Burndown Chart Coming up: Release Burndown Chart Day Story Points Remaining
  • 33. Release Burndown Chart Coming up: Burndown Chart Iteration Number Story Points Remaining
  • 34. Burndown Chart  Vertical axis can be any metric describing amount of work remaining:  Story points  User Stories  Use Cases  Requirements  Ideal developer hours Coming up: Earned Value Management
  • 35. Scheduling Rules of Thumb  One person should always edit the schedule (you!)  If you have two people that need to, create two files and link them together  Keep it simple and useful  Level your resources  Share the schedule with your team  40-20-40; coding is 20% of the effort Coming up: Schedule Example
  • 36. Schedule Example  Lets try to schedule this work among our three developers “John, Mary, Carl” Coming up: Scheduling Steps TASK DURATION (days) PREDECESSORs A Graphics Engine 14 B Sound Engine 5 I C Music Engine 5 J D Input Engine 10 A E Gameplay/general programming 31 B, C, D F Physics 7 E G 2D Artwork 14 H 3D Artwork 21 G I Sound Effects 14 J Music 9 K Level Design 21 F, H
  • 37. Scheduling Steps  Add in all the tasks (preferably in a hierarchy)  Add in all the dependencies  Break down large tasks into smaller tasks. Optimally (in Dan Fleck’s opinion) you want to schedule so the duration of each smallest task is at most 3-5 days  Assign people (resources) to tasks  Level your resources Coming up: Classic Mistakes
  • 38. Classic Mistakes  Overly optimistic schedule  Failing to monitor schedule  Failing to update schedule  Adding people to a late project  Failure to manage expectations of others  Leaving out a task Coming up: Scope Creep
  • 39. Earned Value Management  How much work you planned to have accomplished by now (in dollars or hours) called the Planned Value  How much you have actually spent by now (in dollars or hours), called Actual Cost  The value, in terms of your baseline budget, of the work accomplished by now (in dollars or hours), called the Earned Value! Coming up: Earned Value Management Idea is to link schedule and cost together to monitor both in the same “units” of value
  • 40. Earned Value Management  Planned value (PV) - the value of all resources needed to meet the project’s objectives  Each objective of a project has an associated planned value  Budgeted (cost) at completion (BAC) - The sum of all the PVs  Earned value (EV) - the amount of value completed at any point during the project  Actual Cost (AC) - actual amount of money you have spent so far. In a perfect project AC and EV are the same. Coming up: Earned Value Management Example
  • 41. Earned Value Management Example  We’ve budgeted $200 to buy, setup, network and test a new system  Our planned values (PVs) of each task are: • Buy - $50, Setup - $75, network - $50, test - $25 • Our BAC is therefore $200  We’ve now completed phase one, and thus our earned value (EV) is now $50.  To do this we spent $60 (our actual cost (AC)) Coming up: Earned Value Management Example
  • 42. Earned Value Management Example  Schedule performance index (SPI)  EV / PV --> 50/50 = 1 (perfect).  Our group is on schedule  Cost performance index (CPI)  EV / AC --> 50/60 = 0.83  For every dollar spent, I get 83 cents worth of work.  Estimated cost at completion (EAC)  BAC / CPI = 200 / 0.83 = $240.96  Schedule Variance (SV) : EV - PV  Cost Variance (CV) : EV - AC Coming up: EVM Example 2 from: http://www.hyperthot.com/pm_cscs.htm Memorization Hint: Most equations begin with earned value
  • 43. EVM Example 2 from: http://www.hyperthot.com/pm_cscs.htm  PLANNED VALUE (Budgeted cost of the work scheduled) = 18 + 10 + 16 + 6 = $50  EARNED VALUE (Budgeted cost of the work performed) = 18 + 8 + 14 + 0 = $40  ACTUAL COST (of the work performed) = $45 (Data from Acct. System)  Therefore:  Schedule Variance = 40 - 50 = -$10  Schedule Performance Index = 40 / 50 = 0.8 Coming up: What is earned value? What is planned value at time X? What is earned value at time X? Line is at 16, blue bar ends at 14 Line is at 6 Earned – Planned. Perfect is?
  • 44. What is earned value?  A. The amount of money you get upon completion of a task  B. The value of an activity  C. The value of the work completed by now in the schedule  D. The value of all activities planned to be completed by now in the schedule Coming up: Why do you use earned value management?
  • 45. Why do you use earned value management?  A.It is required by my contract  B. Measuring value give you more information than measuring cost or time alone  C. I don’t use it  D. It guarantees my project will be done on time Coming up: Scheduling Rules of Thumb
  • 46. Scope Creep  The scope of your project is all the work you initially planned to do.  Scope creep is when your project gets new tasks throughout it’s lifetime without adding more resources to handle new tasks. The scope is “creeping” up…  Scope changes are OK, and really unavoidable… that’s fine. However you must update the resources (time, features or people accordingly) Coming up: Why would scope changes occur? Scope BOO!
  • 47. Why would scope changes occur?  A. You get more money to do more things  B. The customer asks you to do something extra because “it is critical for success”  C. A competing product has a feature that you must have to be competitive  D. All of these Coming up: Which are causes of scope creep?
  • 48. Scope Change versus Creep Your company has a $1million dollar contract with a defined scope. Scope change: Customer: please add all these requirements, and I’ll increase the contract to $2million dollars Manager: Certainly!  Scope creep: Customer: please add all these requirements, and I’ll be really happy. Manager: Certainly!  Change is good!
  • 49. Which are causes of scope creep?  A. poor change control  B. lack of proper initial identification of what is required to satisfy project objectives  C. a weak project manager  D. all of these Source: Wikipedia: Scope Creep Coming up: Managing Scope
  • 50. Managing Scope  How to deal with the inevitable “Scope creep”?  Joint Application Development and prototyping  Formal change approval  Defer additional requirements as future system enhancements Scope Coming up: Managing Risk
  • 51. Managing Risk  Document your risks in a risk management plan 1 Description of risk 2 Likelihood of occurrence (0-100%) 3 Impact - 1(low)  5 (high), or cost $20,000 4 Exposure = Impact * Likelihood 5 Mitigation strategy • How to lessen the impact of the risk • How to lessen the likelihood • An action plan if risk occurs  Update and track your risks  Communicate your risks to upper management Coming up: Projects get into trouble when…
  • 52. Coming up: Common-Sense Approach to Projects Projects get into trouble when…  Software people don’t understand their customer’s needs.  The product scope is poorly defined.  Changes are managed poorly.  The chosen technology changes.  Business needs change [or are ill-defined].  Deadlines are unrealistic.  Users are resistant.  Sponsorship is lost [or was never properly obtained].  The project team lacks people with appropriate skills.  Managers [and practitioners] avoid best practices and lessons learned.
  • 53. Coming up: References Common-Sense Approach to Projects  Start on the right foot. This is accomplished by working hard (very hard) to understand the problem that is to be solved and then setting realistic objectives and expectations.  Maintain momentum. The project manager must provide incentives to keep turnover of personnel to an absolute minimum, the team should emphasize quality in every task it performs, and senior management should do everything possible to stay out of the team’s way.  Track progress. For a software project, progress is tracked as work products (e.g., models, source code, sets of test cases) are produced and approved (using formal technical reviews) as part of a quality assurance activity.  Make smart decisions. In essence, the decisions of the project manager and the software team should be to “keep it simple.”  Conduct a postmortem analysis. Establish a consistent mechanism for extracting lessons learned for each project.
  • 54. References  www.projity.com  Wikipedia: Project Management  Pressman R., Software Engineering A Practical Approach, Ch 21  Pressman R., Software Engineering A Practical Approach, Slides for Ch 21  Kazman R., The CIO, People Issues, Project & Change Management, kazman.shidler.hawaii.edu/619ch12.ppt  Pratt M, Earned Value Management, http://www.computerworld.com/action/article.do?command=viewArticleBasic&articleI d=110065&intsrc=article_pots_bot End of presentation
  • 55. Next week  Review student essays (due in a week)  Homework 6 due  Please submit sceenshots (in a word document or pdf) to blackboard  Testing