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Gu & Maher University of Sydney, October 2004 DECO2005 Process Management in CSCW.

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Presentation on theme: "Gu & Maher University of Sydney, October 2004 DECO2005 Process Management in CSCW."— Presentation transcript:

1 Gu & Maher ning@design-ning.net University of Sydney, October 2004 DECO2005 Process Management in CSCW

2 Life-Cycle of Design Projects Description of the events that occur between the beginning and the end of a project inclusively.

3 Life-Cycle of Design Projects Requirements Analysis Design Implementation Review

4 Purpose of Each Phase Requirements analysis:  Understand the design brief.  Establish functional requirements, constrains and goals.  Defined in a manner which is understandable by both users and the development team. Design:  Develop a design solution that meets the requirements.  Defined and described in a way that is understandable by the implementer/builders. Implementation:  To realise the design. Review:  Critically access the product to see if it meets the requirements.  Make any necessary revision.

5 Business Reality in Developing Design Projects Using CSCW Rapidly changing technology. Shortened time to market. Changing and unknown requirements. Products meet functional requirements do not meet the requirements of the market. Unwillingness to invest in large projects. Frozen or shrinking budget and human resources. Disbelief that products developed using CSCW will provide value.

6 Industry: Development of Design Projects Using CSCW Large single projects fading away. Cultural shift to teams of <10 people. Increased user involvement.  Emphasis on requirements analysis and review. Increased process focus.  Sub-divided tasks. Self-managed project teams.  Require team members to competent in terms of the technical aspect as well as the administrative aspect.

7 Clients’ Needs in Design Projects Reality: most clients want products that are  Cheap.  Fast enough: short life-cycle.  Functional enough.  Built soon enough to occupy the market.

8 Key Elements in Design Projects Time: total human resources involved. Quality:  Difficult to define.  Meet the requirements, innovation, leading industry. Cost:  Financial investment, management time, opportunity cost, monetary valued expended or created.

9 Business Strategies in Developing Design Projects User centered analysis and design. Experienced team and management. High performance team. High productivity tools. Prototyping. Time boxed development. 80/20 rule: trivial many and vital few rules.

10 Roles and Responsibilities Analyser  Understand and define the goals, objectives, to reflect the clients needs. Strategy builder  Define strategy, plan the process, resources, project growth areas. Designer  Provide design solutions. Builder  Implement the design. Project manager  Control progress of the project against any detrimental influences on the time, cost, and quality in regard to the client, the place of work, market forces, other external influences and the design team.

11 Project Manager’s Roles Knowledge:  Understand the industry and the team’s capabilities.  Understand business disciplines and skills and how they could enhance the project. Communication:  Liaison with the management of any external agencies, contracted parties.  Effective briefing of resources, management meeting and team leadership.  Communication of project progress to client, actions taken, change control, monitoring of factors affecting the progress of the project, risk management.  Management and compliance with deadlines and milestones for the development team and the client.  Project review to asses whether the project was conducted well and how the progress can be improved.

12 Project Manager’s Roles Documentation  Consultation with the client to produce a mutually acceptable project specification.  Ensure parameters of team’s involvement are clear  Success criteria are defined.  Documentation of project progress (storing emails, contact reports, all versions of documents, ensuring product is signed off.  Archive of project, including documentation, assets and other resources. Quality control  Ensure product is tested, review, agreed before release.  Ensure each component of the project is produced to agreed technical and functional specification. Development  Develop personal skills.  Build team knowledge and skills.

13 Project Manager’s Roles – Where do they begin and end? Involvement begins usually from the very beginning of the project, sometimes also from the early planning stage. Responsibilities begin and end as defined and agreed upon with the client and the organization.

14 Project Management Principles Depends on goals:  Assembly line: consistency achieved through repetition. l Easy control, predictable, very manageable.  Organic: not exactly follow the convention, grow organically. l More difficult to control, predict, manage, stifle the energy and dynamics.

15 Project Management Principles Parallel development:  Multi-disciplinary teams work in parallel.  Embrace changes that occur inevitably.  Project manager orchestrate like a conductor.  Sequential dependencies : tasks cannot begin before another task is complete  Clear awareness of what can be developed in parallel and what must remain sequential.  Save time for creativity by running tasks in parallel.

16 Strategies in Developing Design Projects Using CSCW To use CSCW as the mean for supporting design projects or even to perform parts of the project manager’s roles. Methodology is a project management issue, not a technology issue, and business success is typically not a technology either. Good strategies: have a specific method.  A framework for making decisions about the project.  Formal system for observing, analysing and monitor the process.

17 Life-Cycle of Design Projects Using CSCW Life cycle: methods + tools + procedures.  Methods: establish principles, describe typical activities, imply a sequencing & frequency of activities, provide guidelines and rules of thump.  Tools: technology, automation, administration.  Procedures: manage different phases. Life cycle:  Waterfall.  Incremental.  Spiral.  Evolutionary.  Rapid Evolutionary.  Extreme.

18 Road Map in Developing Design Projects Using CSCW  Waterfall: l Typical engineering process l Classic life-cycle in which each activity is completed once for the entire set of requirements. l Simple: activities are completed in sequential order. l Top-down development. l Independent phases done sequentially. l Should understand each phase well. l An entry and exit point of each phase.

19 Road Map in Developing Design Projects Using CSCW  Incremental l Waterfall in overlapping sections. l Evolutionary delivery. l Project delivered in pieces, highest priority first l An iterative life-cycle is based on successive enlargement and refinement of a project through multiple sub-cycles. l The project grows by adding new functions within each sub-cycles. l Each sub-cycle tackles a relatively small set of requirements, proceeding through analysis, design, construction and review. The project grows incrementally as each cycle is completed.

20 Road Map in Developing Design Projects Using CSCW  Spiral l Project process is represented as a spiral. l Identify sub-problems which has the highest associated risk. l Find a solution for that problem. l No fixed phases. l Spiral size corresponds to project size. l Distance between coils indicates resources.

21 Road Map in Developing Design Projects Using CSCW  Prototyping l Building a replica of design. l Equivalent of a mock-up. l Start with informal requirements, and use a working model to transform the requirements. l Show the product to client to get feedback, repeat the cycle.

22 Road Map in Developing Design Projects Using CSCW  Extreme l Listening, designing, coding, testing. l Lightweight, evolutionary development process. l Rapid feedback l Incremental change l Embrace change

23 Road Maps in Developing Design Projects Using CSCW FactorWaterfallIncrementalSpiralPrototypeExtreme Project experience Low High Volatile Require- ments No Yes Project Risks LowMediumHigh Project SizeSmall- medium MediumSmall – Large Small- Large Small User involvement Low MediumHigh

24 Reminder Group presentation:  Time: Oct. 15 (3pm to 5pm).  10 minutes each group, in front of the class.  Presentation content. l Introduce the group. l Highlight the design brief. l Present your synthesis of design components (both hardware and software) using images, 3D models, movies and any other relevant materials you have developed so far. l Address how the design satisfies your brief.  Preparation: l Make sure the presentation files can run on a PC and are suitable for projection. l Copy all the files to a CD or a USB.


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