Objects, Projects and People An introduction to design Part 3: Projects Version 1.1 24.10.2011
J. Huysentruyt
-2-
PROJECTS & CHANGE
Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt
-3-
Additional reflections on design
Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt
-4-
What is a project?
Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt
-5-
Projects and programmes: definition Definition A project is often defined as – a set of activities focused on the realisation of – one or more of objectives within – a given limited time-frame Hence, a project should have a definite end and accordingly, a definite starting point. Reference to production management – One can see projects as a form of production management as different from: • Job-shop organisation (many parts going through different workstations • Series production and process organisation
Programmes vs projects •
There is no agreement on the definition of programme as opposed to projects
•
Most often the distinction is about size: programmes are bigger and programmes may consist of several projects
Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt
-6-
Projects are about change
AS IS situation
TO BE situation Change GAP time Project end
Project start Drivers . Problems (to be solved) . Needs (e.g. competitiveness . Hidden drivers (e.g. personal ambition)
Project objectives Objects, projects and people – An introduction to design
∆?
Project results Version 1.1 24.10.2011
J. Huysentruyt
-7-
Examples of projects • The commercialisation of a new product (inc. definition, design, development, realisation/production)
• Complex system engineering: a spacecraft for shuttle services between the earth and the internation space station
• Organisation transformation/re-organisation • Space mission design – Identification of the exploration around a planet – + Design of the trajectories: transfer to the planet and trajectories around the planet – + Requirements definition for a potential spacecraft
Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt
-8-
Examples of projects with artefacts Project
Artefact(s)
A new rail transportation system
TGV, Eurostar, ICE Rail infrastructure Rail traffic management system
A new profitable car
Volkswagen Beetle Aston Martin DB9
An advanced supersonic passenger transport
Concorde Tupolev Tu-144 Boeing 2707-300 (abandonned)
A new mobile computer & communication tool
Apple i-Pad
A man on the moon
Apollo hardware N-1 rocket, Soyouz + moonlander
Building a tomb for a king
Pyramid Mausoleum
Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt
-9-
Projects and artefacts
Projects may lead to the design and realisation of an integrated set of artefacts that have to interface and to work together so to as achieve the project objective. See the Apollo programme: A man on the mmon (and back) before the end of 1969 (J.F. Kennedy) Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt
- 10 -
Artefacts are not the unique results of projects Objective
Target results
Artefacts
• • • •
Knowledge of competition Better organisation structure Better tools Adapted behaviour of the members of the organisation (client friendliness)
•
• • •
New business processes (model , training & quality assurance on execution) Knowlegde bases New computer applications Refurbished facilities
Reduction of poverty in a city
• •
Participation of inhabitants into the project Adaptation of legislation
• • •
New schools Training schemes New credit rules
New information system
• •
Reliable and efficient application Application actually used by the users as intended Trained users Motivated users willing to use and to help improve the application
• • • • •
New hardware (e.g. mobile devices) Application software code Performance follow-up software User documentation (help function) Operating guidelines (e.g. for backup)
Performant organisation
• •
One of the tasks of the designer is to •
Specify or help to translate over project objectives into target results
•
To identify and later, to specify, the artefacts that have to be delivered at the end of the project Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt
- 11 -
The diversity of projects: factors Differentiation factors
Illustration
Project duration
•
From a few weeks to many years e.g. the development of a new pen vs. the high speed train programme
Project domain
•
One technical domains (e.g. IT) or many technical domains (a spacecraft) or socio-technical (change of organisation, change of behaviour of people and change of tools
Project ambition
•
The level of ambition is related to the level of change that is expected to happen. Replicating an artefact with minor mofifications is less complicating than bringing about a ninnovative artefact.
Project resources and their organisation
• • •
Available tools and machines for design and realisation Experts Specialised organisations (e.g. engineeringt bureaux , construction contractors
Project location
•
Mono-location or multi-location
Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt
- 12 -
Target results
Project feasibility and risk
Time The project space •
A project aims at delivering a set of results, within a given time-frame, within available
resources/budget •
As projects deal with change and as knowledge about (a) the future (b) the actual behaviour of people and artefact, is incomplete, there is always risk associated with a project
Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt
- 13 -
Methodology
Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt
- 14 -
Project management: ensuring the success of the project • It rather difficult to succeed when constraints for the three dimensions (time, result, and costs) are tight: 75% IT projects are said to fail, the same applies for business process re-engineering
• Therefore, project management is about ensuring that: – The project objectives are being met – The target results actually delivered – The artefact being operational (i.e. integrated, delivered, tested and implemented in the operational environment) – The risks being mitigated – The people responsible for the project being adequately informed, at given moments, about progress, quality, costs and risks for the remaining period.
• Several methods can be used for managing different aspects of a project
Methodology: an expensive word for saying method. Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt
- 15 -
Project process models/methodologies
Project management
Project start
System development life-cycle
Specific development phase
Will be dealt with in the section: Design
Objects, projects and people – An introduction to design
Project termination
Project execution
Artefact/system development life-cycle Definition
Design
…
…
(methods)
Specific design processes
Caution . The terminology about methodology and methods is not standardised and hence, can be confusing.
Version 1.1 24.10.2011
J. Huysentruyt
- 16 -
Project management processes (Prince2)
Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt
- 17 -
Project management processes (PMBoK)
PMBoK© is a product of the Project Management Institute (PMI) and stands for : Project Management Body of Knowledge Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt
- 18 -
« Waterfall » methodology
Phase 1
•
The results of one phase/activity are used for the next phase/activity
•
Feedback from a phase to the preceeding phase is not considered resp. minimalised
Phase 2
Phase …
… Act. 1.1
Start
…
…
…
Stop
Act. 1.2 …
Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt
- 19 -
A system life-cycle: system engineering life-cycle (NASA)-1
Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt
- 20 -
A system life-cycle: system engineering life-cycle (NASA)-2
Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt
- 21 -
A system life-cycle: the spiral model
Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt
- 22 -
A design method (part of System Development Methodology) - 1
In this case, design is subdivided into phases: Overall Design and Detailed Design Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt
- 23 -
A design method (part of System Development Methodology) - 2
Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt
- 24 -
A system life-cycle: SCRUM
Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt
- 25 -
A system life-cycle: the V model (for software)
Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt
- 26 -
A system life-cycle: the V model (for IT services)
Examples of IT services . Network management . Application maintenance
Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt
- 27 -
Why design? Why planning?
Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt
- 28 -
Planning and design: postponed action • When the realisation of an artefact is simple or obvious, there is only one thing to do: DO IT!
• However, when it is not the case, when one needs to think about what is needed and what could be the answer to this need, the action of realisation is postponed.
• Planning and design occur in situations of postponed action and have similar aims: Aim
Planning
Design
To anticipate the future and to reduce project risk To organise actions and resources in a efficient way To define and specify the artefact(s) to be built To reduce artefact risk over the whole life-cycle Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt
- 29 -
Summary
Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt
- 30 -
Summary: the main concepts • Definition of project • Project and change • Projects and artefacts • The diversity of projects • Project and risk • Methodology types: waterfall vs iterative – Project process models/methodologies for the overall management of the project – System life-cycle (methodologies) for the technical management within a project – Specifc methods
• Planning and design in situations of postponed action Objects, projects and people – An introduction to design
Version 1.1 24.10.2011
J. Huysentruyt