Chapter 2: The Project Management and Information Technology Context Learning Objectives o Describe the systems view of project management and how it applies to IT projects. o Understand organizations, including the four frames, organizational structures, and organizational culture. o Explain why stakeholder management and top management commitment are critical for a project’s success. Learning Objectives (Cont.) o Understand the concept of a project phase and the project life cycle and distinguish between project development and product development. o Discuss the unique attributes and diverse nature of IT projects. Projects cannot be Run in Isolation o Projects must operate in a broad organizational environment. o Project managers need to use systems thinking: n Taking a holistic view of a project and understanding how it relates to the larger organization. o Senior managers must make sure projects continue to support current business needs. A Systems View of Project Management o The term systems approach emerged in the 1950s to describe a holistic and analytical approach to solving complex problems. o Three parts include: n Systems philosophy: an overall model for thinking about things as systems, which are interacting components that work within an environment to fulfill some purpose. n Systems analysis: Problem-solving approach. n Systems management: Address business, technological, and organizational issues before making changes to systems. Three Sphere Model for Systems Management Understand Organizations Structural frame: Focuses on roles and responsibilities, coordination, and control. Organization charts help define this frame. Human resources frame: Focuses on providing harmony between needs of the organization and needs of people. Political frame: Assumes organizations are coalitions composed of varied individuals and interest groups. Conflict and power are key issues. Symbolic frame: Focuses on symbols and meanings related to events. Culture is important. Organizational Culture o Organizational culture is a set of shared assumptions, values, and behaviors that characterize the functioning of an organization. o Many experts believe the underlying causes of many companies’ problems are not the structure or staff, but the culture. Ten Characteristics of Organizational Culture o o o o o Member identity* Group emphasis* People focus Unit integration* Control o o o o o Risk tolerance* Reward criteria* Conflict tolerance* Means-ends orientation Open-systems focus* *Project work is most successful in an organizational culture where these characteristics are highly prevalent and where the other characteristics are balanced. Stakeholder Management o Project managers must take time to identify, understand, and manage relationships with all project stakeholders. o Using the four frames of organizations can help you meet stakeholder needs and expectations. o Senior executives and top management are very important stakeholders. Importance of Top Management Commitment o Several studies cite top management commitment as one of the key factors associated with project success. o Top management can help project managers: n Secure adequate resources. n Get approval for unique project needs in a timely manner. n Receive cooperation from people throughout the organization. n Learn how to be better leaders. Best Practice o IT governance addresses the authority and control for key IT activities in organizations, including IT infrastructure, IT use, and project management. o A lack of IT governance can be dangerous, as evidenced by three well-publicized IT project failures in Australia (Sydney Water’s customer relationship management system, the Royal Melbourne Institute of Technology’s academic management system, and One.Tel’s billing system). Need for Organizational Commitment to Information Technology (IT) o If the organization has a negative attitude toward IT, it will be difficult for an IT project to succeed. o Having a Chief Information Officer (CIO) at a high level in the organization helps IT projects. o Assigning non-IT people to IT projects also encourages more commitment. Need for Organizational Standards o Standards and guidelines help project managers be more effective. o Senior management can encourage: n The use of standard forms and software for project management. n The development and use of guidelines for writing project plans or providing status information. n The creation of a project management office or center of excellence. Project Phases and the Project Life Cycle o A project life cycle is a collection of project phases that defines: n What work will be performed in each phase. n What deliverables will be produced and when. n Who is involved in each phase. n How management will control and approve work produced in each phase. o A deliverable is a product or service produced or provided as part of a project. More on Project Phases o In the early phases of a project life cycle: n Resource needs are usually lowest. n The level of uncertainty (risk) is highest. n Project stakeholders have the greatest opportunity to influence the project. o In the middle phases of a project life cycle: n The certainty of completing a project increases. n More resources are needed. o In the final phase of a project life cycle: n The focus is on ensuring that project requirements were met. n The sponsor approves completion of the project. Phases of the Traditional Project Life Cycle Product Life Cycles o Products also have life cycles. o A systems development life cycle (SDLC) is a framework for describing the phases involved in developing information systems. o Systems development projects can follow: n Predictive Software Development (PSD) life cycle: The scope of the project can be clearly articulated and the schedule and cost can be predicted. n Adaptive Software Development (ASD) life cycle: Projects are mission driven and component based, and use time-based cycles to meet target dates. Predictive Life Cycle Models o Waterfall model: Has well-defined, linear stages of systems development and support. Predictive Life Cycle Models (Cont.) o V-Model: the extension of the waterfall model. Instead of moving down in a linear way, the process steps are bent upwards after the coding phase, to form the typical V shape. Predictive Life Cycle Models (Cont.) o Spiral model: combining elements of both design and prototyping-instage, in effort to combine advantage of top-down and bottom-up concepts. Incremental Model Delivery design build install evaluate increment 1 First incremental delivery design build install evaluate increment 2 Second incremental delivery design Delivered System build install evaluate Third incremental delivery increment 3 This approach involves breaking the application down into small components which are then implemented and delivered in sequence. Advantages of Incremental Approach o The feedback from early increments improve the later stages. o The possibility of changes in requirements is reduced because of the shorter time span between the design of a component and its delivery. o Users get benefits earlier than with a conventional approach. o Early delivery of some useful components improves cash flow, because you get some return on investment early on. Advantages of Incremental Approach (Cont.) o Smaller sub-projects are easier to control and manage. o If a feature is not in the current increment then it can be included in the next. o The project can be temporarily abandoned if more urgent work crops up. o Job satisfaction is increased for developers who see their labors bearing fruit are regular, short, intervals. Disadvantages of Incremental Approach o Software breakage, that is, later increments may require modifications to earlier increments. o Programmers may be more productive working on large system than on a series of smaller ones. Software Prototyping o An iterative process of creating quickly and inexpensively live and working models to test out requirements and assumptions. o Main types: n Throw-away prototypes o The prototype is used only to test out some ideas and is then discarded when the true development of the operational system is commenced. n Evolutionary prototypes o The prototype is developed and modified until it is finally in a state where it can become the operational system. Reasons for Prototyping o Learning by doing n When we have done something for the first time we can usually look back and see where we have made mistakes. o Improved communication n Even if users do read system specifications, they do not get a feel for how the system is likely to work in practice. o Improved user involvement n The users can be more actively involved in design decisions about new system. Reasons for Prototyping (Cont.) o Clarification of partially known requirements n Where there is no existing system to mimic, users can often get a better idea of what might be useful to them by trying out prototypes. o Demonstration of the consistency and completeness of a specification n Ensures that the specification is correct. o Reduced need for documentation n Because a working prototype can be examined there is less need for detailed documentation of requirements. Reasons for Prototyping (Cont.) o Reduced maintenance costs n If the user is unable to suggest modifications at the prototyping stage they are more likely not to ask for changes to the operational system. o Feature constraint n If an application building tool is used, then the prototype will tend to have features that are easily implemented by that tool. o Production of expected results n Prototype can be used for producing expected results. Prototyping: Drawbacks o User can misunderstand the role of the prototype n For example, they might expect the prototype to have as fast a response as the operational system although this was not intended. o Lack of project standards possible n Evolutionary prototyping could just be an excuse for a sloppy ‘hack it out and see what happens’ approach. o Lack of control n It can be difficult to control the prototyping cycle if the driving force is the users’ propensity to try out new things. Prototyping: Drawbacks (Cont.) o Additional expense n Building and exercising a prototype will incur additional expenses. o Focus on user-friendly interface could be at expense of machine efficiency o Close proximity of developers n Prototyping could mean that code developers have to be sited close to the users. One trend is for organizations in developed countries to transfer software development to developing countries with lower costs such as India. Other Ways of Categorizing Prototyping o What is being learnt? n The most important reason for prototyping is need to learn about area of uncertainty. Thus it is essential to identify at the outset what is to be learned from the prototype. n Prototypes can use to find out about new development techniques, by using them in a pilot project. n Different projects will have uncertainties at different stages. Prototypes can therefore be used at different stages. o A prototype might be used, for instance, at the requirements gathering stage to pin down requirements that seem blurred and shifting. o A prototype might be used at the design stage to test out the users’ ability to navigate through a sequence of input screens. Other Ways of Categorizing Prototyping (Cont.) o To what extent is the prototyping to be done? n Mock-ups o As when copies of input screens are shown to the users on a workstation, but screens cannot actually be used. n Simulated interaction o For example, the user can type in a request to access a record and the system will show the details of a record, but the details shown are always the same and no access is made to a database. n Partial working model: o Vertical – Some, but not all, features are prototyped fully; o Horizontal – All features are prototyped but not in detail. Other Ways of Categorizing Prototyping (Cont.) o What is being prototyped? n The human-computer interface o With the business applications, processing requirements have usually been established at an early stage. Prototyping tends to be confined to the nature of operator interaction. Here the physical vehicle for the prototype should be as similar as possible to the operational system. n The functionality of the system o Here the precise way the system should function internally is not known. For example, a computer model of some real-world phenomenon is being developed. The algorithms used might need to be repeatedly adjusted until they satisfactorily imitate the real-world behavior. Controlling Changes during Prototyping o A major problem with prototyping is controlling changes to the prototype following suggestions by the users. n Cosmetic (about 35% of changes) o These are simply changes to the layout of the screen. n Local (about 60% of changes) o These involve changes to the way that the screen is processed but do not affect other parts of the system. n Global (about 5% of changes) o These are changes that affect more than one part of the processing. All changes here have to be the subject of a design review before they can be implemented. Adaptive Life Cycle Models o Rapid Application Development (RAD) model: Used to produce systems quickly without sacrificing quality. o Extreme programming (XP): Developers program in pairs and must write the tests for their own code. XP teams include developers, managers, and users. o Scrum: Iterative development in which repetitions are referred to as sprints, which normally last thirty days. Teams often meet each day for a short meeting, called a scrum, to decide what to accomplish that day. Works best for object-oriented technology projects and require strong leadership to coordinate the work. Distinguishing Project Life Cycles and Product Life Cycles o The project life cycle applies to all projects, regardless of the products being produced. o Product life cycle models vary considerably based on the nature of the product. o Most large IT systems are developed as a series of projects. o Project management is done in all of the product life cycle phases. The Importance of Project Phases and Management Reviews o A project should successfully pass through each of the project phases in order to continue on to the next. o Management reviews, also called phase exits or kill points, should occur after each phase to evaluate the project’s progress, likely success, and continued compatibility with organizational goals. The Context of IT Projects o IT projects can be very diverse in terms of size, complexity, products produced, application area, and resource requirements o IT project team members often have diverse backgrounds and skill sets o IT projects use diverse technologies that change rapidly. Even within one technology area, people must be highly specialized Summary o Project managers need to take a systems approach when working on projects. o Organizations have four different frames: structural, human resources, political, and symbolic. o The structure and culture of an organization have strong implications for project managers. o Projects should successfully pass through each phase of the project life cycle. o Project managers need to consider several factors due to the unique context of information technology projects. Questions and Answers