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عدد المساهمات : 18996 التقييم : 35494 تاريخ التسجيل : 01/07/2009 الدولة : مصر العمل : مدير منتدى هندسة الإنتاج والتصميم الميكانيكى
| موضوع: كتاب The Art of Project Management السبت 02 ديسمبر 2023, 10:42 am | |
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أخواني في الله أحضرت لكم كتاب The Art of Project Management By Scott Berkun
و المحتوى كما يلي :
Table of Contents | Index Preface Who should read this book Assumptions I've made about you in writing this book How to use this book Chapter One. A brief history of project management (and why you should care) Section 1.1. Using history Section 1.2. Web development, kitchens, and emergency rooms Section 1.3. The role of project management Section 1.4. Program and project management at Microsoft Section 1.5. The balancing act of project management Section 1.6. Pressure and distraction Section 1.7. The right kind of involvement Section 1.8. Summary Part I: Plans Chapter Two. The truth about schedules Section 2.1. Schedules have three purposes Section 2.2. Silver bullets and methodologies Section 2.3. What schedules look like Section 2.4. Why schedules fail Section 2.5. What must happen for schedules to work Section 2.6. Summary Chapter Three. How to figure out what to do Section 3.1. Software planning demystified Section 3.2. Approaching plans: the three perspectives Section 3.3. The magical interdisciplinary view Section 3.4. Asking the right questions Section 3.5. Catalog of common bad ways to decide what to do Section 3.6. The process of planning Section 3.7. Customer research and its abuses Section 3.8. Bringing it all together: requirements Chapter Four. Writing the good vision Section 4.1. The value of writing things down Section 4.2. How much vision do you need? Section 4.3. The five qualities of good visions Section 4.4. The key points to cover Section 4.5. On writing well Section 4.6. Drafting, reviewing, and revising Section 4.7. A catalog of lame vision statements (which should be avoided) Section 4.8. Examples of visions and goals Section 4.9. Visions should be visual Section 4.10. The vision sanity check: daily worship Section 4.11. SummaryChapter Five. Where ideas come from Section 5.1. The gap from requirements to solutions Section 5.2. There are bad ideas Section 5.3. Thinking in and out of boxes is OK Section 5.4. Good questions attract good ideas Section 5.5. Bad ideas lead to good ideas Section 5.6. Perspective and improvisation Section 5.7. The customer experience starts the design Section 5.8. A design is a series of conversations Section 5.9. Summary Chapter Six. What to do with ideas once you have them Section 6.1. Ideas get out of control Section 6.2. Managing ideas demands a steady hand Section 6.3. Checkpoints for design phases Section 6.4. How to consolidate ideas Section 6.5. Prototypes are your friends Section 6.6. Questions for iterations Section 6.7. The open-issues list Section 6.8. Summary Part II: Skills Chapter Seven. Writing good specifications Section 7.1. What specifications can and cannot do Section 7.2. Deciding what to specify Section 7.3. Specifying is not designing Section 7.4. Who, when, and how Section 7.5. When are specs complete? Section 7.6. Reviews and feedback Section 7.7. Summary Chapter Eight. How to make good decisions Section 8.1. Sizing up a decision (what's at stake) Section 8.2. Finding and weighing options Section 8.3. Information is a flashlight Section 8.4. The courage to decide Section 8.5. Paying attention and looking back Section 8.6. Summary Chapter Nine. Communication and relationships Section 9.1. Management through conversation Section 9.2. A basic model of communication Section 9.3. Common communication problems Section 9.4. Projects depend on relationships Section 9.5. The best work attitude Section 9.6. Summary Chapter Ten. How not to annoy people: process, email, and meetings Section 10.1. A summary of why people get annoyed Section 10.2. The effects of good process Section 10.3. Non-annoying email Section 10.4. How to run the non-annoying meeting Section 10.5. Summary Chapter Eleven. What to do when things go wrong Section 11.1. Apply the rough guide Section 11.2. Common situations to expect Section 11.3. Take responsibility Section 11.4. Damage control Section 11.5. Conflict resolution and negotiation Section 11.6. Roles and clear authority Section 11.7. An emotional toolkit: pressure, feelings about feelings, and the hero complexSection 11.8. Summary Part III: Management Chapter Twelve. Why leadership is based on trust Section 12.1. Building and losing trust Section 12.2. Make trust clear (create green lights) Section 12.3. The different kinds of power Section 12.4. Trusting others Section 12.5. Trust is insurance against adversity Section 12.6. Models, questions, and conflicts Section 12.7. Trust and making mistakes Section 12.8. Trust in yourself (self-reliance) Section 12.9. Summary Chapter Thirteen. How to make things happen Section 13.1. Priorities make things happen Section 13.2. Things happen when you say no Section 13.3. Keeping it real Section 13.4. Know the critical path Section 13.5. Be relentless Section 13.6. Be savvy Section 13.7. Summary Chapter Fourteen. Middle-game strategy Section 14.1. Flying ahead of the plane Section 14.2. Taking safe action Section 14.3. The coding pipeline Section 14.4. Hitting moving targets Section 14.5. Summary Chapter Fifteen. End-game strategy Section 15.1. Big deadlines are just several small deadlines Section 15.2. Elements of measurement Section 15.3. Elements of control Section 15.4. The end of end-game Section 15.5. Party time Section 15.6. Summary Chapter Sixteen. Power and politics Section 16.1. The day I became political Section 16.2. The sources of power Section 16.3. The misuse of power Section 16.4. How to solve political problems Section 16.5. Know the playing field Section 16.6. Summary Notes Chapter One Chapter Two Chapter Three Chapter Four Chapter Five Chapter Six Chapter Seven Chapter Eight Chapter Nine Chapter Ten Chapter Eleven Chapter Twelve Chapter Thirteen Chapter Fourteen Chapter FifteenChapter Sixteen Annotated Bibliography Philosophy and strategy Psychology History Management and politics Science, engineering, and architecture Software process and methodology Acknowledgments Photo Credits Colophon About the Author Colophon Index Index [A] [B] [C] [D] [E] [F] [G] [H] [I] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [Z] accuracy, precision vs. activity charts ad hominum attacks 2nd add/cut discussions in scheduling adjustments to requirements and designs adversities, overcoming common bad situations list of recognizing conflict resolution and negotiation damage control emotional toolkit feelings about feelings hero complex pressure handling difficult situations roles and clear authority taking responsibility training and practice trust as insurance against affinity diagrams aggressive code pipelining agile methods (software development) agreed communication ambiguity of PM role toleration of annoying others, avoiding creating and rolling out processes effects of good processes email assuming others have read it avoid play-by-play accounts example of bad example of good limit FYIs principles of good writing prioritizing telephone instead formula for good processes managing processes from below meetings facilitation 2nd pointers on recurring types of meetings sources of annoyance antipatterns catalog argument, using in conflict resolution artificial pressure asking others for their best work assumptions causing communication problemsclarifying with role definitions underlying a project attitudes best work attitude forcing change in of project managers authority decision-making delegation of earned required for project planning requirements and design autocrat/delegator traits, project managers autocratic behavior (when necessary)Index [A] [B] [C] [D] [E] [F] [G] [H] [I] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [Z] bad approaches to project planning, catalog of balance of power in organizations beginner's mind (shoshin) behavior forcing change in inconsistent, losing trust through behind schedule believer, project manager as best alternative to negotiated agreement (BATNA) best work, getting from others asking for best work challenging/making demands clearing roadblocks follow advice helping others do their best inspiring reminding of project goals reminding of respective roles teaching big staff team projects blame (communication problem) bottom-up schedules brainstorming card deck (ThinkPak) breaking work into manageable chunks 2nd work breakdown structure (WBS) briefing the team budget authority for projects bug fix pipeline bugs activity chart difficult, leaving till last end of end-game evaluating trends management of triage useful measurements of business perspective on projects 2nd marketing business requirements, integrating with technology requirementsIndex [A] [B] [C] [D] [E] [F] [G] [H] [I] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [Z] celebrating the project end chain of command challenging others to do their best championing simplicity change dealing with mystery management exploring impact of change potential reach of change managing cheap shots (personal attacks) checking your sanity checklists, confusing with goals checkpoints design phases for add/cut discussions chess games clarity lacking in communications making things happen clearing roadblocks to elicit best work coding pipeline aggressive and conservative becoming bug fix pipeline controlling mid-course adjustments preparing for change tracking progress coercion (power) commitments breaking building trust through formalizing with a schedule communication 2nd basic model agreed communication conversion to useful action received communication tramsmitted communication understood communication best work attitude best work, getting asking for best work challenging or demanding clearing roadblocks follow advice inspiring others reminding of project goals reminding team of respective roles teaching common problems assumptions dictating lack of clarity not listeningpersonal attacks problem mismatch helping others do their best management through conversation relationships project dependence on relationships defining roles relationships and comparative evaluation 2nd ask tough questions consider hybrid choices dissenting opinions examine assumptions or claims include "do nothing" option include relevant perspectives refine pros/cons list until stable start on paper or whiteboard competition, covering in vision documents complexity, acknowledging conflict among team members conflict resolution 2nd be strong but supple know the alternatives mutual interest, looking for personality conflicts persuasion and argument, using point of unification finding confusion, minimizing conservative code pipelining consolidated quality of vision documents consolidating ideas constraints political and power role in problem-solving and creative thinking contract team (small), project completed by controlling projects review meeting triage war team conversations about power directing as meeting facilitator management through relationships communication conversion of communications to useful action cost-benefit analysis for processes courage project manager traits to make decisions decisions with no winning choices good decisions with bad results CR (change request) creative questions creative thinking, books on creative work, momentum of crisis management critical path criticism fear of crossover points in milestones exit criteria, defining crunch effort to meet deadlinescrunch effort/recovery time ratio customer experience as starting point of design customer perspective on projects experts who understand customers and design for them problem statements questions arising from requests and research on requests customer research and its abuses research methods customers, information about (vision documents)Index [A] [B] [C] [D] [E] [F] [G] [H] [I] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [Z] daily builds, project daily questions for staying ahead daily/weekly triage damage control DCR (design change request) deadlines big, as several small deadlines correcting angles of approach exit criteria hitting dates why it gets worse extraordinary efforts to meet decision making 2nd authority for courage to decide decisions with no winning choice good decisions with bad results deciding what's at stake approval or feedback needed core problem experience with problem expert perspective, seeking impact and duration of decision impact/cost of being wrong window of opportunity eliminating the impossible evidence for claims in numeric form finding and weighing options comparison, pros and cons discuss and evaluate emotions and clarity formal training in information data vs. decisions misinterpreting data precision vs. accuracy research as ammunition narrowing possibilities with Occam's Razor reflection reviewing decisions decision tree analysis defects delegation of authority delegator traits, project managers deliverables (project planning) 2nd timeline for demanding work from others dependencies of a project derision (communication problem) design 2nd 3rd agile and traditional methodologies as series of conversations authority overbad ideas leading to good ideas revision and refinement changes causing chain reactions checkpoints for phases creative work, momentum of customer experience as starting point exploration based on requirements fear of exploration feedback loop with requirements finalizing impact on scheduling iteration open-issues list product designers progress, measuring prototypes alternatives, using to increase success projects with user interfaces projects without user interfaces starting support for programmers quality requirements as starting point reviews and adjustments specification vs. technical decisions vs. design change request (DCR) designers (interaction, product, or industrial) dictating orders persuasion vs. dilemmas of project managers direct request for power directions, changing 2nd dealing with mystery management exploring impact of change potential reach of change managing changes disagreements among team members distractions and pressures, dealing with divide and conquer strategy for schedulesIndex [A] [B] [C] [D] [E] [F] [G] [H] [I] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [Z] earned power 2nd 3rd ECO (engineering change order) ECR (engineering change request) ego traits, project managers email, non-annoying assuming others have read it avoid play-by-play accounts example of bad email example of good email limit FYIs principles of good writing prioritizing telephone, using instead of emergencies, handling emotional toolkit feelings about feelings hero complex pressure natural and artificial emotions, awareness of end-game strategy 2nd big deadlines as several small deadlines correcting angles of approach exit criteria hitting dates why it gets worse elements of control review meeting triage war team elements of measurement activity chart bug management daily build evaluating trends useful bug measurements end of end-game celebrations postmortem release candidate (RC) rollout and operations engineering change order (ECO) engineering change request (ECR) engineering perspective on projects engineering quality, product value and environment, evaluating estimating time for work common oversights in estimating difficulties of good estimates, ensuring exit criteria defining experience with the problem spaceExtreme Programming (XP) iterations velocityIndex [A] [B] [C] [D] [E] [F] [G] [H] [I] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [Z] facilitation art of pointers on directing conversation documenting discussions ending conversation establishing host position listening and reflecting failure learning from possible project failure, covering in vision document failure complex failure of schedules, reasons for common oversights in estimating difficulties of estimating early speculative plans good estimates, ensuring schedule as probability snowball effect of oversights faith, lack of (in a project) Fault Feedback Ratio (FFR) fear, project managers and feature statements converting problem statements to examples of purpose of Feature-driven development features business and technology requirements coverage in vision documents prioritizing with ordered lists specification feedback, leaders defining process feelings about feelings awareness of FFR (Fault Feedback Ratio) fix rate (bugs) fixation on process flanking your objective flying ahead of the plane sanity checks tactical (daily) questions weekly/monthly questions for staying ahead flying behind your project focus groups in customer research focusing questions forcing function functional powerIndex [A] [B] [C] [D] [E] [F] [G] [H] [I] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [Z] goals clarifying with feature statements confusion about confusion with processes examples of good project goals maintaining high visibility for meetings prioritizing with ordered lists project, team, and individual reminding team of, to elicit best work supporting in vision documents well-written granted power 2nd being autocratic group meetings, using power and influence group power, illusion ofIndex [A] [B] [C] [D] [E] [F] [G] [H] [I] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [Z] helping others do their best hero complex motivating beliefs highly interactive discussion (meetings) history of project management key lessons from learning from failure Holmes, Sherlock hospital emergency rooms, project management Hydra project (example), goalsIndex [A] [B] [C] [D] [E] [F] [G] [H] [I] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [Z] ideas managing checkpoints for design phases consolidating ideas ideas getting out of control open-issues list predictable management prototypes, developing questions for prototype iterations origin of bad ideas bad ideas leading to good ideas context of good or bad ideas customer experience starts the design design as series of conversations gap from requirements to solutions good questions, asking perspective and improvisation thinking in and out of boxes traditional idea-generation ideas impatience, project managers implementation agile and traditional methodologies improvisation, perspective and idea-generation rules inconsistent behavior, losing trust through individual goals industrial designers influence 2nd indirect use of multistage use of use of information flow in projects insecurities of managers inspirational quality of vision documents inspiring others to do their best intentional (goal-driven) quality, vision documents interaction designers interdisciplinary view in project planning interim dates on projects intranet web site Hydra project (example), goals problem statements (example) involvement of managers, the right kind iterations prototype, questions for iterative design workIndex [A] [B] [C] [D] [E] [F] [G] [H] [I] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [Z] kitchens (restaurant), project management KJ (Kawkita Jiro) diagrams knowledge and information flow in projects knowledge as powerIndex [A] [B] [C] [D] [E] [F] [G] [H] [I] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [Z] lack of faith (in a project) lateness, tendency toward leadership power and politics trust as base of building and losing trust insurance against adversity kinds of power making trust clear mistakes models, questions, and conflicts trusting others trusting yourself learning from failure listening importance in communication role in facilitation low qualityIndex [A] [B] [C] [D] [E] [F] [G] [H] [I] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [Z] making things happen being relentless being savvy guerilla tactics keeping it real knowing the critical path priorities ordered lists saying no mastering ways to say no management by walking around (MBWA) managers, mission of managing up MARF (minimal annoyance risk factor) market research marketing requirements document (MRD) marketing, functions of matrix organization measurement, project progress activity chart bug management daily build evaluating trends useful bug measurements meetings non-annoying facilitation 2nd pointers on meetings recurring meetings types of meetings project planning memorable quality of vision documents methodologies scheduling divide and conquer limitations of rule of thirds specifications, definitions of micromanagers, abuses by Microsoft, program and project management middle-game strategy 2nd changing directions dealing with mystery management managing changes coding pipeline aggressive and conservative becoming bug fix pipeline tracking progress high-level maintenance staying ahead of events sanity checks tactical (daily) questions weekly/monthly questionstaking safe action breaking commitments milestones correcting angle of approach crossover points exit criteria exit criteria intermediary, hitting dates length corresponding to volatility matching to project volatility project planning minimal annoyance risk factor (MARF) mistakes, trust and monthly questions for staying ahead motivating others motivations for misuse of power MRD (marketing requirements document) mutiny, threats ofIndex [A] [B] [C] [D] [E] [F] [G] [H] [I] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [Z] natural pressure negotiation be strong but supple know the alternatives look for mutual interest personality conflicts and persuation and argument, using no, saying mastering numerical data to support claimsIndex [A] [B] [C] [D] [E] [F] [G] [H] [I] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [Z] objectives obsession with methodologies Occam's Razor open mind (shoshin) operations oral skills (project manager) ordered lists being a prioritization machine priorities are power priority 1 project priorities organizations balance of power impact on planning politics over-involvement by managers oversightsIndex [A] [B] [C] [D] [E] [F] [G] [H] [I] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [Z] paradoxes or dilemmas of project managers patience, project managers perfection, pursuing performance, pressure and personal attacks 2nd personality conflicts personnel issues perspectives advantages of PM perspective forcing change in on project planning balance of power business perspective customer perspective interdisciplinary view technology perspective people with power persuasion stronger than dictation using in conflict resolution PERT (program evaluation and review technique) piecemeal development placement planning 2nd asking the right questions answering the questions including three major perspectives listing of questions no time for questions catalog of bad approaches confusing with goals creative work customer research and its abuses research methods integrating business and technology requirements perspectives on balance of power business perspective customer perspective interdisciplinary view technology perspective process of daily planning work deliverables number of people involved projects with high production costs requirements, using converting problems to scenarios schedules, informing the team about software planning demystified common planning deliverables impact of organizations requirements gatheringspecification types of projects PM (project manager) politics as problem solving becoming political constraints on leaders definition of in project planning knowing the playing field creating your own playing field misuse of power motivational causes preventing process causes power and solving political problems assessing getting your needs met clarifying what you need influencing power power to give you what you need sources of power positive outcomes for projects postmortem (project) power constraints on leaders kinds of earned power granted power 2nd knowing the playing field creating your own playing field misuse of motivational causes preventing process causes politics and priorities as ratio to responsibility solving political problems assessing getting your needs met clarifying what you need influencing power power to give what you need sources of definitions of different kinds types of practice and training for project managers precision vs. accuracy pressure natural and artificial pressures and distractions, dealing with price priorities as power being a prioritization machine confusion about ordered lists priority 1 saying no mastering ways to problem mismatch (in communication) problem solving perspective and improvisationrules for idea generation politics as problem space growing and shrinking during design narrowing of origination from requirements shifting of changes causing chain reactions team experience with problem statements bug reports vs. converting to scenarios example list for intranet web site quality requirements, writing processes confusing with goals creating and rolling out effects of good processes creating good processes fixation on formula for good processes loathing of work processes managing from below misuse of power, causing project planning daily planning work deliverables number of people involved product product designers 2nd productivity (team), as zero sum resource program evaluation and review technique (PERT) programmers, coding pipeline progress measuring for project activity chart bug management daily build evaluating trends useful bug measurements tracking in mid-schedule project management at Microsoft history of hospital emergency rooms role of project management activity project managers involvement levels perspective, advantages of unique value created value added by projects postmortem types of requirements authority promotion proof-of-concept pros/cons list (for decisions) prototypes alternatives, increasing success with projects with user interfaces projects without user interfacesquestions for iterations starting support for programmers pseudo hero psychological power of a scheduleIndex [A] [B] [C] [D] [E] [F] [G] [H] [I] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [Z] quality in writing, volume vs. low product questions key, in vision documents leading to good ideas creative questions focusing questions rhetorical questions and project planning answering the questions listing of questions no time for questions perspectives, includingIndex [A] [B] [C] [D] [E] [F] [G] [H] [I] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [Z] Rapid Applications development reality, keeping in touch with received communication recovery time, ratio to crunch effort recurring meetings referent (power) reflection as decision-making tool role in facilitation regressions rate caused by bug fix (FFR) relationships communication and enhancing communication helping others do their best project dependence on defining roles release candidate (RC) relentless pursuit of goals reporting or moderate discussion (meetings) reprimands request (direct), for power requests, customer requirements authority over business and technology, integrating converting to solutions design exploration fear of exploration progress in design writing quality requirements documenting gathering 2nd problem statements method, using example for intranet web site reviews and adjustments specification research as decision-making ammunition customer requests customer research and its abuses research methods resource shortages resources for political power responsibility ratio of power to taking in bad situations restaurant kitchens, project management review periods in schedules reviews as project controls requirements and designsrewards (power) rhetorical questions ridicule (communication problem) risks addressing early in schedule evaluating in vision documents roles confusion and defining planning process project management role reinforcing team role structure reminding team of, to enable best work rollout and operations rule of thirds (scheduling) piecemeal developmentIndex [A] [B] [C] [D] [E] [F] [G] [H] [I] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [Z] safe action, taking breaking commitments sanity checks savvy project management evaluating your environment guerilla tactics saying no mastering scenarios converting problem statements to coverage in vision documents schedules constructing, methodologies for divide and conquer rule of thirds end-game strategy failing middle-game strategy purposes of formalizing commitments large and complex projects seeing individual efforts as part of whole tool to track progress tendency of people to be late what makes them work why they fail common oversights in estimating difficulties of estimation early speculative plans good estimates, ensuring schedule as probability snowball effect of oversights scheduling scope (vision) documents self-reliance shoshin (beginner's mind) silver bullets, methodologies as simplicity championing driving decisions (Occam's Razor) simplifying quality, vision documents simulations, decision-making training through singular evaluation site visits (in customer research) skepticism in scheduling project manager trait small contract team projects SMART (specific, measurable, action-oriented, realistic, and timely) goals snowball effect of scheduling oversights social networks, importance of software planning common planning deliverablesimpact of organizations requirements gathering specification types of projects software quality solo-superman projects solutions, gap between requirements and specific, measurable, action-oriented, realistic, and timely (SMART) goals specifications 2nd deciding what to specify deciding when complete closing schedule gaps how much is enough managing open issues significance of completion design vs. developing and documenting ensuring that the right things happen functions of getting feedback on responsibility for reviews and feedback conducting the review how to review questions for review who should attend simplifying effects of well-written specs time between requirements and what they can and cannot do who, when, and how to write writing for one vs. writing for many writing tips and things to avoid spiral model (software development) phases staff team (big), projects completed by stakeholders, coverage in vision documents statistics, misinterpretation of status and project review meetings strategy end-game big deadlines as several small deadlines celebrations elements of control elements of measurement end of end-game middle-game coding pipeline high-level maintenance staying ahead of events taking safe action stress relief superman (solo) projects surveys in customer researchIndex [A] [B] [C] [D] [E] [F] [G] [H] [I] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [Z] tactical (daily) questions for staying ahead tardiness, tendency toward teaching to enable best work team goals teams big staff team projects confidence and experience working together issues among members productivity as zero sum resource small contract team projects solo-superman team technical authority for projects technical specification technology perspective on projects questions arising from technology requirements, integrating with business requirements test criteria, specifying testing agile and traditional methodologies "there are no bad ideas" "think out of the box" ThinkPak (brainstorming card deck) threats of mutiny tolerating ambiguity top-down schedules tracking confusing with goals schedule as tracking tool traditional methods (software development) training for project managers traits of a project manager transmitted communication trends, evaluating triage daily/weekly directed trust 2nd breaking commitments building and losing building through commitment losing through inconsistent behavior defined insurance against adversity kinds of power earned power granted power 2nd making clear making mistakes reprimands models, questions, and conflicts leaders defining feedback power and trusting othersdelegation of authority trusting yourselfIndex [A] [B] [C] [D] [E] [F] [G] [H] [I] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [Z] underestimation understood communication usability engineers usability studies (in customer research) user interfaces prototyping for projects with prototyping for projects without utility theoryIndex [A] [B] [C] [D] [E] [F] [G] [H] [I] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [Z] value added by project managers created by project managers defined as quality of engineering velocity (Extreme Programming) Venn Diagram, using to eliminate perspective bias vision documents 2nd 3rd catalog of lame vision statements defined drafting, reviewing, and revising good vision statements and goals (examples) supporting claims good, characteristics of consolidation of ideas inspirational quality intentional (goal-driven) quality memorable quality simplifying effects keeping alive by frequently questioning its utility key points to cover principles of good writing keeping it simple one primary writer volume vs. quality proof-of-concept prototype scope of questions to determine team and individual goals value of writing things down visual images in visualizing non-visual thingsIndex [A] [B] [C] [D] [E] [F] [G] [H] [I] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [Z] war team waterfall model (software development) web development, challenges of web site for this book weekly triage weekly/monthly questions for staying ahead "What do we need to do?", answering "What problem are you trying to solve?" work best work, getting from others asking for best work challenging/making demands clearing roadblocks follow advice inspiring reminding of project goals reminding of respective roles teaching helping others do their best work attitude (best) work breakdown structure (WBS) aggressive pipelining versus developing and documenting work items distribution across the team prioritizing with ordered lists work-item lists writing skills (project manager) writing things down, value of writing well keeping it simple non-annoying email one primary writer tips for good specifications volume vs. quality
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