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Job-shop organisation (many parts going through different workstations. • Series production and ... A new mobile computer & communication tool Apple i-Pad. A man on the moon ... software. • User documentation (help function) ... termination. Design … … Project management. System development life-cycle. Project start.
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Objects, Projects and People An introduction to design Part 3: Projects Version 1.1 24.10.2011

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PROJECTS & CHANGE

Objects, projects and people – An introduction to design

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Additional reflections on design

Objects, projects and people – An introduction to design

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What is a project?

Objects, projects and people – An introduction to design

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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

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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

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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

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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

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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

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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

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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

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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

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Methodology

Objects, projects and people – An introduction to design

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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

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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.

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Project management processes (Prince2)

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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

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« 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 …

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A system life-cycle: system engineering life-cycle (NASA)-1

Objects, projects and people – An introduction to design

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A system life-cycle: system engineering life-cycle (NASA)-2

Objects, projects and people – An introduction to design

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A system life-cycle: the spiral model

Objects, projects and people – An introduction to design

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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

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A design method (part of System Development Methodology) - 2

Objects, projects and people – An introduction to design

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A system life-cycle: SCRUM

Objects, projects and people – An introduction to design

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A system life-cycle: the V model (for software)

Objects, projects and people – An introduction to design

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A system life-cycle: the V model (for IT services)

Examples of IT services . Network management . Application maintenance

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Why design? Why planning?

Objects, projects and people – An introduction to design

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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

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Summary

Objects, projects and people – An introduction to design

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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

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