Deck 00 Flashcards

1
Q

Challenges in SW Project Management

A
  • The requirements are unknown or hard to elicit from the user
  • The requirements change frequently (volatile)
  • New technology that effects the outcome appears during the project
  • The end user cannot be identified
  • The mobile end user is not able to evaluate
  • visionary scenarios
  • We cannot look the end user “over the shoulder”
  • The development is distributed.
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2
Q

Additional Challenges in Global Software Project Management

A
  • Coordination Challenges
    • reduced communication bandwidth
    • Increased latency
    • Lack of organizational cohesion
    • No informal communication
  • Change Request Challenges
    • Change requests mostly through formal channels
    • Changes as ‘late surprises’
    • Rationale for change request often unavailable.
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3
Q

Why is Project Management is a Problem Solving Activity

A
  • Analysis: Understand the problem nature and break the problem into pieces
  • Synthesis: Put the pieces together into a large structure that prepares for the solution
  • Problem solving always happens in the context of methodologies
  • Once a problem is solved it is often not hard anymore.
    • Example: Columbus’ egg
      • A metaphor for a brilliant idea or discovery that seems simple or easy after the fact.
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4
Q

What is Polyas book?

A

First: understand the problem.
Second: devise a plan.
Third: carry out your plan.
Fourth: have to examine the solution obtained.

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5
Q

What tools and techniques are used in project management

A
  • Methodologies: Collection of techniques, heuristics and tools unified by a philosophical approach
  • Techniques: Formal procedures for producing results using some well-defined notation
  • Heuristics: Informal collection of steps
  • Tools: Instruments or automated systems that help in accomplishing a technique or supporting heuristics
  • Specific project management problems occur
    • When the available resources time, people and budget are limited
    • When we allow the problem to change (or the problem changes, even if we don’t allow it J)
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6
Q

Project Management: Traditional Definition

A

Project Management is a collection of techniques, methodologies, tools and heuristics that support the

development of
a high quality software system with a given budget

before a given deadline.

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7
Q

Project Management: Definition used in POM

A

Project Management is a collection of techniques, methodologies, tools and heuristics that support the

development of
a high quality software system with a given budget

before a given deadline while change occurs

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8
Q

What is Change?

A
  • Change is when something becomes clear (“it crystalizes”)
  • Change is when something new appears (“technology enabler”)
  • Change is when something becomes important (“change of requirements”)
  • Change can happen fast, changes are often unexpected
  • Manager must anticipate and react to unusual technology
  • One strategy: Look at universities, R&D labs, what is done there will be out on the market soon.
  • Hammer and Champy (Reengineering the Corporation, 1993): “Change is the only thing that is constant”.
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9
Q

Examples of Change in Software Projects

A
  • Several jobs are combined
    • Example: Case worker, a person who deals with the complete workflow of helping another person
  • Processes have multiple versions to support multiple products
    • Example: Product line requirements engineering
  • Checks and controls are reduced
    • Example: Developers have the power to make decisions
  • Work is performed where it makes sense
    • Outsourcing: A company subcontracts an activity such as product design or manufacturing to a third-party company
    • Offshoring: A company transfers an organizational function to another country (regardless of whether the work is outsourced or stays within the same company).
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10
Q

Methodology Issues

A
  • Methodology: Provides guidance, general principles and strategies for selecting methods and tools in a given project environment in the context of change
  • The key questions for which methodologies typically provide guidance include:
    • Customer: How much should the customer be involved? Should the team interact with the customer?
    • Planning: How much planning should be done in advance?
    • Reuse: How much of the design should result from reusing past solutions?
    • Modeling: How much of the system should be modeled before it is coded?
    • Process: In how much detail should the process be defined?
    • Project Monitoring: How often should the work be controlled and monitored? When should the project goals be redefined?
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11
Q

Management vs. Project Management vs. Software Project Management

A
  • Management: Getting a specific task done through people
    • usually defined in terms of functions: Planning, organizing, directing, controlling and communicating are typical management functions
  • Project management is defined in the context of a project
    • tries to accomplish a specific task within a time frame and limited resources (given deadline and given budget)
  • Software project management is defined in the context of software development
    • Activities to develop a software system within a given time frame and with limited resources while change occurs: Planning, Requirements Elicitation, System Design, Reviews, Release Planning, …
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12
Q

The rules Scrum Master, Product Owner and Developer describe what kind of project?

A

Agile Project

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13
Q

What kind of project organization do we propose for the team exercise?

A

Project based organization

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14
Q
A
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