Sie sind auf Seite 1von 3

Project Definition: Key Points

Milestone 2 and Group  Product Name


Management Issues  System Description
 A high level description of the system from a
business and user perspective.
 Business Case
 Describe the business opportunity for the product,
and why it differs from what currently is in the
marketplace (if possible).
 What problems it will solve for the target audience?
 What competitive advantages does it offer?
 How can it improve efficiency, effectiveness or
workers?

Project Definition: Key Points Project Definition: Key Points


 User-level goals for the system  Project Plan/Rough Estimates
 State the main expectations and requirements the user will  Break down the project into individual tasks, and
have for your system  For each task, provide a rough estimate of the number of
 User scenarios hours it will take to complete.
 For every main user task that involves your system, describe  User involvement plan
a realistic scenario that shows when the user will use the  Write a plan for how you intend to involve users
system and what for
 Including which users you will involve, how much of their
 Scope document time you will need, when you will need it, and why
 Describe what your system will and will not do when it is
finished. Be careful to make the scope match with what your
estimated budget.
3 4

Project Definition: Key Points Project Definition: Key Points


 Low fidelity prototypes  Project Plan
 For each of the main interfaces, provide a pencil or  Provide a list of who did what for this milestone, and who
whiteboard drawing of it showing your approach to design will work on what for the next milestone
 Consider these UI designs preliminary, for discussion  If work is done in group, just write “done by group”
purposes, and by no means final  At this stage, most activities will be group activities
 Project management report  Provide expected dates of completion and expected
 Include the number of hours that group members have spent effort in hours
on various tasks
 Including meetings and all overhead and administrative time
 Identify any risks that may affect project success (on time,
on budget, with all in scope features included). 5 6

1
Project Definition: Key Points Manage your own project
 Quality Assurance Plan  Consider your own project
 How will you ensure that you produce a quality product?  Need to manage it properly if you are to be successful
 Usability. (e.g., Meetings with key stakeholders. Review of  What are the keys?
product requirements with primary stakeholders.  Using good group management techniques
Walkthroughs of paper prototypes. Testing of product.)‫‏‬  Good planning
 Maintainability.  Defining appropriate scope
 Robustness.  Estimating costs (measured in time in this case)‫‏‬
 Correctness.  Constant care throughout the project
 Flexibility
 Agile response as deviations to the plan occur
 Let’s look at some of these issues since they occur in all
software projects
7 8

Necessity of Working in
Groups Group Management Models
 All large software systems are built by groups  Democratic decentralized
 Too much for any one person to do  no permanent leader, but task coordinators for
important tasks
 Group management thus becomes a critical
determiner of success  decisions made by consensus

 Basic trade-off  Controlled decentralized


 there is a defined overall leader
 Must agree on the need for coordination and
 group problem solving
cooperation  but responsibility for subtasks assigned by the team leader
to keep the whole project on track with the need to separate
Controlled centralized


tasks and goals to allow the various parts of the project to get
done  one overall leader
 coordination at all levels managed by this leader
9 10

Choosing an Appropriate Group


Management Model for Your Project Proven Coordination Techniques
 Which of these models is most suitable given the  Formal group meetings
constraints on your project?  can be virtual
 Since we want everybody to practise as many aspects  but more value in physically collocated meetings
of the software engineering processes discussed in the
class as possible and since all team members are  Frequent reviews
equal, it must be democratic decentralized  requirements
 Such a decision itself has implications, even as to  design
the architecture of the system  code
 want to foster what Herb Simon has called “near  Frequent discussions
decomposability” in the system design  short, frequent meetings (15 minutes - don’t exceed)‫‏‬
 recent progress, immediate next goals
 can sometimes use technology such as e-mail and
11 moodle 12

2
How to Avoid Difficulties when
Problems with Working in Groups Working in a Group
 Bad characteristics of group members (from surveys of previous  Personal responsibility
years’ students in u/g software engineering courses at U. of S.)‫‏‬
 Project architecture that allows

Lazy or apathetic people – 84%
 Fewer person to person interactions
 Unorganized, irresponsible, unreliable people – 57%  Clear identification of each person’s responsibilities/
 People who are always right: selfish, pushy people – 37% accountability
 Uncooperative, disruptive, obnoxious, negative people – 25%  Communication, communication, communication, …
 Inflexible, close-minded, unimaginative people – 21%  Good planning
Unintelligent people, people lacking skills or knowledge – 19%

 A sharing/caring attitude
 People with low ethical standards, dishonest people – 18%  no prima donnas, no massive egos
 Shy, scared, uncommunicative, unsociable people – 12%  everybody must do their share: can’t have people hog the entire
 People unwilling to share information and work in groups – 10% project or avoid their duties
 People with no interest in high quality work - 9%  Don’t let problems fester
 Do any of these characteristics describe you ???  talk out problems
13 if necessary seek help from peer, tutor, or professor
 How do you know ???-I believe NOT!! 

Das könnte Ihnen auch gefallen