2000년 초중반 이후 국내에 디자인에 대한 활동이 제조업체를 중심으로 매스컴에 소개되었고, 특히 애플의 혁신적인 제품이 나올 때마다 걸출한 혁신가인 고 Steve Jobs와 함께 디자인이 언급되어 왔다.
디자인 씽킹은 한마디로 설명하면 공학을 꽃피우기 위해 예술과 공예의 활용 극대화하여 공학과 예술의 균형을 추구하는 것이라고 말할 수 있겠다.
Design Thinking을 접한 계기는 2015년 CMU SEI SW아키텍트 컨퍼런스인 SATURN의 Design Thinking 소개 자료를 처음 접하였는데, 요구공학/업무 분석의 지향점이 Design Thinking의 설계였다. 구글링을 해보니 IBM의 Design Thinking, Stanford Univisity d'school 그리고 인도의 IIT에서 2008년 경부터 Design Thinking을 최고 경영자 과정 형태로 운영하고 있다는 것을 알았다.
2017년 상반기에 인도 SI회사인 Infosys의 2016년 경영실적 소개를 위한 주주 설명 자료에 Infosys CEO가 전체 직원 18만명 중 13만 5천명에게 Design Thinking 교육을 이미 실시하였단다. 나머지 인원에 대하여서도 Design Thinking 교육을 실시하겠다고 하였고, Accenture도 10만명 정도 임직원에게 교육하였다고 한다. 이러한 이유로 인하여 다시 Design Thinking에 대하여 주목하게 되었다.
그래서 구글링을 통하여 확보한 아래 자료를 통하여 Design Thinking이 global SIs에 어떻게 전략적으로 활용되고 있는지를 알게 되었다. 요지는 Global SI사들이 ISO9001, CMM/CMMI --> Lean Six Sigma 등을 거쳐 역량을 갖추게 되자 고객사들이 더 나은 서비스를 요구하게되어 이에 대한 해결책으로 Design Thinking에 주목하게 되어 체계적인 도입 및 확산을 전략적으로 하게 되었다는 것이다.
국내 상황을 살펴보니 산업계는 삼성전자, 현대 카드 등 몇몇 회사가 도입하여 활용하였다는 것, 그리고 주요한 서적은 대부분 번역되었으나 별로 인기가 없어 왔다는 것 정도....
SW개발, 유지보수, 사업 개발에 Global SI회사가 어떻게 Design Thinking을 활용하고 있는지에 관심이 있으면 아래 URL의 HfS Research의 보고서를 참고하시기 바랍니다.
https://www.accenture.com/t20170112T015051__w__/us-en/_acnmedia/PDF-40/HfS-BP-Design-Thinking-2017_Excerpt%20for%20Accenture_MAR17.pdf
2017년 8월 13일 일요일
Complexity, emergence, & Cunefin Framework
7월 20일 KOEX에서 열린 KOSTA 10회 한국SW아키텍트 대회 발표 자료입니다.
SW 요구사항이 가지고 있는 본질적인 문제에 대한 해결책에 대한 실마리를 줄 수 있는 키워드를 소개합니다. Complexity, Emergence, Wicked Problems, Cunefin Framework 를 통하여 SW 요구사항을 다루는게 왜 어려웠는지를 그리고 그에 대한 해결책으로 제시되고 있는 것이 무엇(agile, DevOps, Design Thinking, Systems Thinking, ...)인지를 살펴 보시기 바랍니다.
자료는 아래 URL에서 download할 수 있습니다.
http://www.kosta.or.kr/sub8/sub_board-refer_view?id=909&page_no=1&search_type=&search_title=
https://www.slideshare.net/100000892759687/complexity-emergence-cunefin-framework20170720v10
SW 요구사항이 가지고 있는 본질적인 문제에 대한 해결책에 대한 실마리를 줄 수 있는 키워드를 소개합니다. Complexity, Emergence, Wicked Problems, Cunefin Framework 를 통하여 SW 요구사항을 다루는게 왜 어려웠는지를 그리고 그에 대한 해결책으로 제시되고 있는 것이 무엇(agile, DevOps, Design Thinking, Systems Thinking, ...)인지를 살펴 보시기 바랍니다.
자료는 아래 URL에서 download할 수 있습니다.
http://www.kosta.or.kr/sub8/sub_board-refer_view?id=909&page_no=1&search_type=&search_title=
https://www.slideshare.net/100000892759687/complexity-emergence-cunefin-framework20170720v10
2017년 8월 12일 토요일
NASA 프로젝트관리 122 Lessons learned
NASA 100+ Lessons Learned for Project Managers
- 원본 : https://llis.nasa.gov/lesson/1956
- 요약 : http://blog.mavenlink.com/19-lessons-in-project-management-…
- 원본 : https://llis.nasa.gov/lesson/1956
- 요약 : http://blog.mavenlink.com/19-lessons-in-project-management-…
매우 좋은 자료!
Jerry Madden retired in 1995 as Associate Director of Flight Projects at NASA Goddard Space Flight Center (GSFC). He worked over his 37 years with NASA. October 2003 issue of NASA's ASK Magazine에 소개되었음.
100+ Lessons Learned for Project Managers
Lesson Date:
2008-09-30, https://llis.nasa.gov/lesson/1956
Abstract
Jerry Madden, the former Associate Director
of Flight Projects at NASA Goddard Space Flight Center (GSFC), collected 122
lesson learned nuggets from a variety of sources that are instructive to
managers of NASA spaceflight projects. These aphorisms should be accepted where
they may provide insight into NASA project management success.
Driving
Event
Jerry Madden retired in 1995 as Associate
Director of Flight Projects at NASA Goddard Space Flight Center (GSFC). Over
his 37 years with NASA, he collected the following lesson learned nuggets that
are instructive to managers of NASA spaceflight projects. As he obtained them
from a variety of sources, they are not clearly traceable to any specific set
of originating projects or "driving events." Arguably, it is
difficult to identify project management lessons learned that are widely
applicable but not obvious, and these should be accepted where they may provide
insight into NASA project management success. This material first appeared in
the October 2003 issue of NASA's ASK Magazine, which now lists 122 of these
aphorisms (Reference (1)):
Design
Engineering
1.
There is no such thing as
previously flown hardware, i.e., the people who build the next unit probably
never saw the previous unit; there are probably minor changes; the operational
environment has probably changed; and the people who check the unit out will in
most cases not understand the unit or the test equipment.
2.
Most equipment works "as
built," i.e., not as the designer planned. This is due to layout of the
design, poor understanding on the designer's part, or poor understanding of
component specifications.
3.
In case of a failure, make a
timeline of events and include everything that is known. Put down known facts,
and check every theory against them. Don't beat the data until it confesses:
i.e., know when to stop trying to force-fit a scenario. Do not arrive at a
conclusion too rapidly. Make sure any deviation from the norm is explained;
remember the wrong conclusion is prologue to the next failure. Know when to
stop.
4.
Redundancy in hardware can be a
fiction. We are adept at building things to be identical so that if one fails,
the other will also fail. Make sure all hardware is treated in a build as if it
were one of a kind and needed for mission success.
5.
Don't be afraid to fail or you
will not succeed, but always work at your skill to recover. Part of that skill
is knowing who can help.
6.
Experience may be fine but testing
is better. Knowing something will work never takes the place of proving that it
will.
7.
Reviews are for the reviewed
and not the reviewer. The review is a failure if the reviewed learn nothing
from it.
8.
The amount of reviews and
reports are proportional to management's understanding, i.e., the less
management knows or understands the activities, the more it requires reviews
and reports. It is necessary in this type of environment to make sure the data
is presented so that the average person, slightly familiar with activities, can
understand it. Keeping the data simple and clear never insults anyone's
intelligence.
9.
In olden times, engineers had
hands-on experience, technicians understood how the electronics worked and what
it was supposed to do, and layout technicians knew too. But today only the
computer knows for sure, and it's not talking.
10.
Mistakes are all right, but
failure is not. Failure is just a mistake you can't recover from; therefore,
try to create contingency plans and alternate approaches for the items or plans
that have high risk.
11.
The old NASA pushed the limits
of technology and science; therefore, it did not worry about "requirements
creep" or over-runs. The new NASA has to work as if all are fixed price;
therefore, "requirements creep" has become a deadly sin.
12.
The number of reviews is
increasing but the knowledge transfer remains the same; therefore, all your
charts and presentation material should be constructed with this fact in mind.
This means you should be able to construct a set of slides that only needs to
be shuffled from presentation to presentation.
13.
Occasionally things go right.
The lesson learned here is: try to duplicate that which works.
14.
The first sign of trouble comes
from the schedule or the cost curve. Engineers are the last to know they are in
trouble. Engineers are born optimists.
15.
External reviews are scheduled
at the worst possible time: therefore, keep an up-to-date set of technical data
so that you can rapidly respond. Having to update business data should be cause
for dismissal.
16.
Hide nothing from the
reviewers. Their reputation and yours is on the line. Expose all the warts and
pimples. Don't offer excuses: just state facts.
17.
NASA is establishing a set of
reviewers and a set of reviews. Once firmly established, the system will fight
to stay alive, so make the most of it. Try to find a way for the reviews to
work for you.
18.
Knowledge is often confounded
by test. Computer models have hidden flaws, not the least of which is poor
input data.
19.
Software now has taken on all
the parameters of hardware, i.e., requirement creep, high percent-age of flight
mission cost, need for quality control, need for validation procedures, etc. It
has the added feature that it is hard as hell to determine it is not flawed.
Get the basic system working and then add the bells and whistles. Never throw
away a version that works even if you have all the confidence in the world the
newer version works. It is necessary to have contingency plans for software.
20.
History is prologue. There has
not been a project yet that has not had a parts problem despite all the
qualification and testing done on parts. Time and being prepared to react are
the only safeguards.
21.
The seeds of problems are laid
down early. Initial planning is the most vital part of a project. Review of
most failed projects or of project problems indicates that the disasters were
well planned to happen from the start.
22.
Talk is not cheap. The best way
to understand a personnel or technical problem is to talk to the right people.
Lack of talk at the right levels is deadly.
23.
Never make a decision from a
cartoon. Look at the actual hardware or what real information is available,
such as layouts. Too much time is wasted by people trying to cure a cartoon
whose function is to explain the principle.
24.
Though most of us in our youth
have heard the poem that states "for want of a nail the race was
lost," few of us realize that most space failures have a similar origin.
It is the commonplace items that tend to be overlooked and thus do us in. The
tough and difficult tasks are normally done well. The simple and easy tasks
seem to be the ones done sloppily.
25.
Reviews, meetings, and reality
have little in common.
Planning,
Decision-making, Documentation, and Reporting
26.
Wrong decisions made early can
be salvaged, but "right" decisions made late cannot.
27.
Never make excuses; instead,
present plans of actions to be taken.
28.
Never try to get even for some
slight by another project. It is not good form. It puts you on the same level
as the other person, and often ends up hindering the project getting done.
29.
If you cultivate too much
egotism, you may find it difficult to change your position, especially if your
personnel tell you that you are wrong. You should instill an attitude on the
project whereby your personnel know they can tell you of wrong decisions.
30.
One of the advantages of NASA
in the early days was the fact that everyone knew that the facts that we were
absolutely sure of could be wrong.
31.
Not all successful managers are
competent and not all failed managers are incompetent. Luck still plays a part
in success or failure, but luck favors the competent, hard-working manager.
32.
Documentation does not take the
place of knowledge. There is a great difference in what is supposed to be, what
is thought to have been, and what the reality is. Documents are normally a
static picture in time which is outdated rapidly.
33.
You cannot be ignorant of the
language of the area you manage or with that of areas with which you interface.
Education is a must for the modern manager. There are simple courses available
to learn "computerese," "communicationese," and all the
rest of the modern ese's of the world. You can't manage if you don't understand
what is being said or written.
34.
All problems are solvable in
time, so make sure you have enough schedule contingency. If you don't, the next
project manager that takes your place will.
35.
Abbreviations are getting to be
a pain. Each project now has a few thousand. This calls on senior management to
know a couple hundred thousand. Use them sparingly in presentations unless your
objective is to confuse.
36.
Running does not take the place
of thinking. For yourself, you must take time to smell the roses. For your
work, you must take time to understand the consequences of your actions.
37.
Next year is always the year
with adequate funding and schedule. Next year arrives on the 50th year of your
career.
38.
Today one must push the state
of the art: be within budget, take risks, not fail, and be on time. Strangely,
all these are consistent as long, as the ground rules, such as funding profile
and schedule, are established up front and maintained.
39.
Most of yesteryear's projects
overran because of poor estimates and not because of mistakes. Getting better
estimates may not lower cost but will improve NASA's business reputation.
Actually, there is a high probability that the cost of getting better estimates
will increase cost and assure a higher profit to industry, unless the fee is
reduced to reflect lower risk on the part of industry. A better reputation is
necessary in the present environment.
40.
People who monitor work and
don't help get it done, never seem to know exactly what is going on.
41.
Bastards, gentlemen, and ladies
can be project manager. Lost souls, procrastinators, and
"wishywashers" cannot.
42.
A good technician, quality
inspector, and straw boss are more important in obtaining a good product than
all the paper and reviews.
43.
A comfortable project manager
is one waiting for his next assignment or one on the verge of failure. Security
is not normal to project management.
44.
False starts are normal in
today's environment. More than ever, in this type of environment, one must keep
an ear open for the starting gun and be prepared to move out in quick and
orderly fashion once it is sounded. In the past, too many false starts have
resulted in the project not hearing the real starting gun or jumping off and
falling on its face.
45.
There are still some
individuals who think important decisions are made in meetings. This is rarely
the case. Normally, the decision-makers meet over lunch or have a brief meeting
to decide the issue and then (at a meeting called to discuss the issue) make it
appear that the decision is made as a result of this discussion.
46.
Too many project managers think
a spoken agreement carries the same weight as one put in writing. It doesn't.
People vanish and change positions. Important decisions must be documented.
Managing
Project Staff
47.
The source of most problems is
people, but damned if they will admit it. Know the people working on your
project, so you know what the real weak spots are.
48.
Most managers succeed on the
strength and skill of their staff.
49.
A manager who is his own
systems engineer or financial manager is one who will probably try to do open
heart surgery on himself.
50.
One must pay attention to
workaholics. If they get going in the wrong direction, they can do a lot of
damage in a short time. It is possible to overload them, causing premature
burnout, but hard to determine if the load is too much, since much of it is
self-generated. It is important to make sure such people take enough time off
and that the workload does not exceed 1-1/4 to 1-1/2 times what is normal.
51.
Never undercut your staff in
public; i.e., don't make decisions on work that you have given them to do in
public meetings. Even if you direct a change, never take the responsibility for
implementing away from your staff.
52.
The project has many resources
within itself. There probably are five to ten system engineers considering all
the contractors and instrument developers. This is a powerful resource that can
be used to attack problems.
53.
A project manager should visit
everyone who is building anything for his project at least once, should know
all the managers on his project (both government and contractor), and know the
integration team members. People like to know that the project manager is
interested in their work, and the best proof is for the manager to visit them
and see first hand what they are doing.
54.
If you have a problem that
requires the addition of people to solve, you should approach recruiting people
like a cook who has under-salted, i.e., a little at a time.
55.
Other than original budget
information prior to the President's submittal to Congress, there is probably
no secret information on the project, so don't treat anything like it is
secret. Everyone does better if they can see the whole picture, so don't hide
any of it from anyone.
56.
People have reasons for doing
things the way they do them. Most people want to do a good job, and if they
don't, the problem is they probably don't know how or exactly what is expected.
57.
A puzzle is hard to discern
from just one piece, so don't be surprised if team members deprived of
information reach the wrong conclusion.
58.
Not using modern techniques
like computer systems is a great mistake, but forgetting the computer simulates
thinking is still greater.
59.
Management principles are still
the same. It is just the tools that have changed. You still should find the
right people to do the work and get out of the way so they can do it.
60.
It is mainly the incompetent
that don't like to show off their work.
61.
A working meeting has about six
people attending. Meetings larger than this are for information transfer.
62.
Sometimes the best thing to do
is nothing. It is also occasionally the best help you can give. Just listening
is all that is needed on many occasions. You may be the boss but, if you
constantly have to solve someone's problems, you are working for him.
63.
We have developed a set of
people whose self interest is more paramount than the work or at least it
appears so to older managers. It appears to the older managers that the newer
ones are more interested in form than in substance. The question is-- are old
managers right or just old?
64.
Integrity means your
subordinates trust you.
65.
You cannot watch everything.
What you can watch is the people. They have to know you will not accept a poor
job.
66.
There are rare times when only
one man can do the job. These are in technical areas that are more art and
skill than normal. Cherish these people and employ their services when
necessary as soon as possible. Getting the work done by someone else takes two
to three times longer, and the product is normally below standard.
67.
There is no greater motivation
than giving a good person his piece of the puzzle to control, but a pat on the
back or an award helps.
68.
Never assume someone knows
something or has done something unless you have asked them. Even the obvious is
overlooked or ignored on occasion-- especially in a high-stress activity.
69.
If you have someone who doesn't
look, ask, and analyze, ask them to transfer.
70.
A person's time is very
important. You must be careful as a manager that you realize the value of other
people's time; i.e., work you hand out and meetings should be necessary. You
must, where possible, shield your staff from unnecessary work; i.e., some
requests should be ignored or a refusal sent to the requester.
71.
Always try to negotiate your
internal support at the lowest level. What you want is the support of the
person doing the work, and the closer you can get to him in negotiations the
better.
72.
Whoever said beggars can't be
choosers doesn't understand project management. Many times it is better to
trust to luck than to get known poor support.
73.
Projects require teamwork to
succeed. Remember most teams have a coach and not a boss, but the coach still
has to call some of the plays.
74.
Gentlemen and ladies can get
things done just as well as bastards. What is needed is a strong will and
respect-- not "strong arm" tactics. It must be admitted that the
latter does work but leaves a residue that has to be cleaned up.
75.
Meetings, meetings. A projects
manager's staff meeting should last 5 minutes minimum-- 1 hour max. Less than 5
minutes and you probably didn't need the meeting; longer than 1 hour, it
becomes a bull session.
76.
You should always check to see
how long a change or action takes to get to the implementer: this time should
be measured in hours and not days.
77.
Let your staff argue you into
doing something even if you intended to do it anyway. It gives them the feeling
that they won one! There are a lot of advantages to gamesmanship as long as no
one detects the game.
78.
The project manager who is the
smartest man on his project has done a lousy job of recruitment.
Working
with Superiors
79.
You and the program manager
should work as a team. The program manager is your advocate at NASA HQ, must be
tied in to the decision-making, and should aid your efforts to be tied in too.
80.
Never ask management to make a
decision that you can make. Assume you have the authority to make decisions
unless you know there is a document that states unequivocally that you cannot.
81.
Managers who rely on the
paperwork to do the reporting of activities are known failures.
82.
Remember the boss has the right
to make decisions, even if you think they are wrong. Tell the boss what you
think but, if he still wants it done his way, do your best to make sure the
outcome is successful.
83.
The boss may not know how to do
the work, but he has to know what he wants. The boss had better find out what
he expects and wants, if he doesn't know. A blind leader tends to go in
circles.
84.
Just because you give monthly
reports, don't think that you can abbreviate anything in a yearly report. If
management understood the monthlies, they wouldn't need a yearly.
85.
One problem new managers face
is that everyone wants to solve their problems. Old managers were told by
senior management, "solve your damn problems; that is what we hired you to
do."
86.
Know your management. Some like
a good joke; others only like a joke if they tell it.
87.
Don't assume you know why
senior management has done something. If you feel you need to know, ask. You
get some amazing answers that will dumbfound you.
88.
In the rush to get things done,
it is always important to remember who you work for. Blindsiding the boss will
not be to your benefit in the long run. Over-engineering is common. Engineers
like puzzles and mazes: try to make them keep their designs simple.
Customer/Stakeholder
Relations
89.
Remember who the customer is
and what his objectives are; i.e., check with him when you go to change
anything of significance.
90.
NASA programs compete for
budget funds-- they do not compete with each other. That is, you never attack
any other program or NASA work with the idea you should get their funding. Sell
what you have on its own merit.
91.
Know who the decision makers on
the program are. It may be someone on the outside who has the ear of Congress,
or the Administrator, or the Associate Administrator, or one of the scientists,
or someone in the chain of command. Whoever they are, try to get a line of
communication to them on a formal or informal basis.
92.
Know the resources of your
center and if possible other centers. Other centers, if they have the
resources, are normally happy to help. It is always surprising how much good
help one can get by just asking.
93.
Whoever you deal with, deal
fairly. Space is not a big playing field. You may be surprised how often you
have to work with the same people. Better they respect you than carry a grudge.
94.
Most international meetings are
held in English. This is a foreign language to most participants such as
Americans, Germans, Italians, etc. It is important to have adequate discussions
so that there are no misinterpretations of what is said.
95.
NASA Management Instructions
(NMIs) are written by another NASA employee like yourself; therefore, challenge
them if they don't make sense. It is possible another NASA employee will
rewrite them or waive them for you.
96.
Many managers, just because
they have the scientists under contract on their project, forget that the
scientists are their customers and many times have easier access to top
management than the managers do.
97.
Most scientists are rational
unless you endanger their chance to do their experiment. They will work with
you if they believe you are telling them the truth. This includes reducing
their own plans.
98.
Cooperative efforts require
good communications and early warning systems. A project manager should try to
keep his partners aware of what is going on and should be the one who tells
them first of any rumor or actual changes in plan. The partners should be
consulted before things are put in final form, even if they only have a small
piece of the action. A project manager who blindsides his partners will be
treated in kind and will be considered a person of no integrity.
99.
A scientific proposal takes
about 9 months to put together. It takes NASA HQ about 9 months to a year to
select the winning proposals. Then, it takes 3 to 4 years to sell the program.
This means 5 to 6 years after the initial thoughts, the real work starts.
Managers, for some strange reason, do not understand why a scientist wants to
build something different than proposed. Managers are strange people.
100. Remember, the President, Congress, OMB, NASA HQ, senior center
management, and your customers all have jobs to do. All you have to do is keep
them all happy.
101. An agency's age can be estimated by the number of reports and
meetings it has. The older it gets, the more the paperwork increases and the
less product is delivered per dollar. Many people have suggested that an agency
self-destruct every 25 years and be reborn starting from scratch.
102. The pioneering phase of NASA is mostly done, if not actually, by
fiat. This means the difficult and more important work has started. This work
requires more discipline, but there should still be room for innovation.
103. In political decisions, do not look for logic-- look for politics.
104. Interagency agreements are hard to make even if there is no conflict
in the responsibilities and the requirements do satisfy both parties. Conflict
in these areas normally leads to failure no matter how hard the people involved
try to make an agreement.
105. In dealing with international partners, the usual strategy is to go
1 day early, meet with your counterpart, discuss all issues to be brought up at
a meeting, arrive at an agreeable response (or a decision to table the issue
for later discussion), and agree not to take any firm positions on any new
issues brought up at the meeting. This makes it appear to the rest of the world
that you and your counterpart are of one mind and that the work is in good
hands. All disputes are held behind closed doors with the minimum number of
participants.
106. In the "old NASA," a job done within schedule and cost was
deemed to be simple. The present NASA wants to push the start of the art, be
innovative, and be a risk taker but stay on schedule and cost. One gets the
feeling that either the new jobs will be simple or that the reign of saints has
finally occurred.
107. Too many people at Headquarters believe the myth that you can reduce
the food to the horse every day till you get a horse that requires no food. They
try to do the same with projects, which eventually end up as dead as the horse.
Contractor
Relations
108. Contractors respond well to the customer who pays attention to what
they are doing, but not too well to the customer that continually
second-guesses their activity. The basic rule is: a customer is always right,
but the cost will escalate if a customer always has things done his way,
instead of the way the contractor had planned. The ground rule is never change
a contractor's plans unless they are flawed or too costly: "better is the
enemy of good."
109. A project manager must know what motivates the project contractors,
i.e., their award system, their fiscal system, their policies, and their
company culture.
110. Contractors tend to size up their government counterparts, and staff
their part of the project accordingly. If they think yours are clunkers, they
will take their poorer people to put on your project.
111. Award fee is a good tool that puts discipline both on the contractor
and the government. The score given represents the status of the project as
well as the management skills of both parties. The Performance Measurement
System (PMS) should be used to verify the scores. Consistent poor scores
require senior management intervention to determine the reason. Consistent good
scores, which are consistent with PMS, reflect a well-run project, but if these
scores are not consistent with the PMS, senior management must take action to
find out why.
112. A project manager is not the monitor of the work but is to be the
driver. In award fee situations, the government personnel should be making
every effort possible to make sure the contractor gets a high score, i.e., be
on schedule and produce good work. Contractors don't fail, NASA does, and that
is why one must be proactive in support. This is also why a low score damages
the government project manager as much as the contractor's manager because it
means he is not doing his job.
113. Being friendly with a contractor is fine: being a friend of a
contractor is dangerous to your objectivity.
114. Morale of the contractor's personnel is important to a government
manager. Just as you don't want to buy a car built by disgruntled employees,
you don't want to buy flight hardware built by them. You should take an active
role in motivating all personnel on the project.
115. Remember your contractor has a tendency to have a one-to-one
interface with your staff; so every member of your staff costs you at least one
person (about a 1/4 of a million) on the contract per year.
116. There is only one solution to a weak project manager in industry:
get rid of him fast. The main job of a project manager in industry is to keep
the customer happy. Make sure the one working with you knows that "on
schedule, on cost, and a good product"-- not flattery-- is all that makes
you happy.
117. Taking too many people to visit a contractor or other government
agency puts them in the entertainment business-- not the space hardware or
software business.
118. Too many engineers get in the habit of supporting support
contractors and of using them as a crutch. In many cases it is getting to the
point where one has to wonder who is who.
119. Some contractors are good, some are bad, but they seem to change
places over time, making the past no guarantee of the future. Thus, constant
vigilance is a project requirement.
120. It is rare that a contractor or instrumentor does not know your
budget and does not intend to get every bit of it from you. This is why you
have to constantly pay attention to the manpower they use and to judge their
activities in order to assure that they are not overloading the system.
121. Too much cost data on a proposal can blind you to the real risks or
forgotten items. On a project we thoroughly knew, we spent 6 months of
government and contractor time validating the cost, had rooms full of data, and
presented our findings to Headquarters. Two weeks later, the contractor found
an "Oh I forgot" that costs $30 million. One should look at how past
programs spent their money to try to avoid these traps.
122. There are some small companies that make the same subsystem
correctly every time because the same people do it. There are some large
companies that can never make the same unit correctly every time because
different people do the work each time. Heritage should be questioned when the
people doing the work all have peach fuzz on their faces.
References:
1.
ASK Magazine, October 2003,
NASA Academy of Program/Project and Engineering Leadership (APPEL), http://appel.nasa.gov/ask/issues/14/practices/ask14_lessons_madden.html
19 Lessons in Project Management Mistakes from NASA
Thankfully, Jerry Madden documented 37
years of lessons he learned as Associate Director of Flight Projects at NASA,
so we can learn from them.
Here are 19 of Madden’s best as it relates
to project management mistakes, and how understanding them can keep you sane.
1.
“The source of most problems is people.”
Understand the people on your team. When you can predict their
weaknesses, you can prevent foreseeable hiccups by taking action to keep them
from happening. For instance, if you know Resource 1 takes five days for a task
and Resource 2 takes three, you can budget the appropriate timelines for the
slower resource.
2.
“Never undercut your staff in public.”
Save surprises for one-on-ones. Your team should never learn new
important information in a large meeting when everyone else already knew. Make
time to communicate high-value information.
3.
“Knowing something will work never takes the place of proving that it will.”
Whether you’ve done one project or a thousand, each one is
different. The only test of value you added is the results you deliver — each
time.
4.
“Don’t offer excuses: just state the facts.”
Mistakes happen. Let your management, executives, and other
stakeholders know what happened and steps you’re taking to resolve it.
5.
“History is prologue.”
Every project comes from somewhere. It has a client background,
unique objectives, and a historical development. Invest the time upfront to
learn why your client’s project exists.
6.
“Talk is not cheap.”
In fact, it’s gold. Constant, transparent, high-value communication
is core to any successful project. If a resource, client, or stakeholder is
quiet, reach out to learn any issues potentially brewing. You’ll do better to
proactively learn these and solve them than wait.
7.
“Wrong decisions made early can be salvaged, but ‘right’ decisions made late
cannot.”
Know your project status in real time. Track task progress, overall
project health, burn rates, and other critical metrics. As soon as issues
arise, expose and solve them.
8.
“There are simple courses available to learn ‘computerese,’ communicationese,’
and all the rest of the modern ese’s of the world. You can’t manage if you
don’t understand what is being said or written.”
Know your industry. It’s not enough to plan and schedule resources
and tasks. If you work in web campaigns, learn about design and coding. If you
work in software implementation, learn about hardware and software. Set up
Gmail alerts, join LinkedIn groups, and scan Twitter for a few minutes each day
to stay current in your niche market.
9.
“Too many project managers think a spoken agreement carries the same weight as
one put in writing.”
Get it in writing. When your team member or client stakeholder
agrees to a task, schedule it in a system, put it in email, or otherwise
document this. People can leave, shift to other projects, or simply not follow
through.
10.
“A project manager should visit everyone who is building anything for his
project at least once.”
Know your team. Learn their professional and personal goals. You
should have a working relationship with all individuals on your team. Check in
with them regularly in person and, for remote resources, host one-on-one video
calls to forge trust across long distances.
11.
“Most people want to do a good job, and if they don’t, the problem is they
probably don’t know how or exactly what is expected.”
Set clear expectations for each individual. This includes tasks,
utilization targets (or other incentive plan targets), and quality goals.
Regularly remind individuals of their high-level goals, and when it looks like
they might not hit them, tell them right away so you can both work toward a
solution.
12.
“You cannot watch everything. What you can watch is the people.”
You will never do every task, time log, and activity feed update
yourself. What you can do is watch your people. Look for signs of communication
lags, such as not posting completed work or collaborating with peers on a
project. This can move you off schedule. Tackle issues as soon as they begin.
13.
“Remember most teams have a coach and not a boss, but the coach still has to
call some of the plays.”
Guide your teams to success. Hire people with deep knowledge of
their skillset and who can also problem solve and think critically. When they
get stuck, guide them to the solution that most easily meets their core
objectives.
14.
“The project manager who is the smartest man on his project has done a lousy
job of recruitment.”
Hire people who are smarter than you and get out of the way. Your
resources should feel comfortable pushing back on decisions and explaining
their reasoning for doing so. Listen to how they apply past experience to
current tasks and decide if their experience is leading them to a better
solution than you had considered.
15.
“Know your management. Some like a good joke; others only like a joke if they
tell it.”
Speak to your audience. Don’t change who you are, because your
management hired you because of that. But do speak their language.
16.
“Other centers, if they have the resources, are normally happy to help.”
Ask for backup when you need it. Many organizations will use a
utilization incentive plan. This means resources with extra hours from other
teams or locations may be able to add bandwidth to one of your projects. But if
you don’t ask, you certainly won’t receive.
17.
“Cooperative efforts require good communications and early warning systems.”
Create or purchase COTS executive dashboards that track your
deadlines, margins, utilization, and other rates in real time. Today’s
technology makes it easy to early-identify issues and solve them, and most
platforms put spreadsheets to bed at prices affordable for most services
providers. We recommend Insights for project delivery service providers.
18.
“Too many people at Headquarters believe the myth that you can reduce the food
to the horse every day till you get a horse that requires no food. They try to
do the same with projects, which eventually end up as dead as the horse.”
Don’t burn out your resources. Getting utilization rates up to 85
percent is a great target. Getting above 95 percent may cause burn-out. In
addition, keep an eye on particular clients that may demand more than others.
Resources on these teams should have support for meeting high demands.
19.
“Being friendly with a contractor is fine: being a friend of a contractor is
dangerous to your objectivity.”
Don’t blur lines. Take a positive personal interest in your
contractors, but don’t hire friends just because you enjoy their company.
Contract your work to friendly workers, not worker friends.
There you have it. NASA makes mistakes, but
they also evaluate what they can learn from them. As you apply Madden’s tips to
your daily interactions, consider what you can learn from your own mistakes.
What project management mistake taught you
the most? Let us know in the comments. We reply to every comment.
Keep
Reading
n
Incentive Plan Design: Get This
Right and You Will Kill It in 2016
n
Top 10 Leadership Books For
People Who Mean Business
n
Resource Management Techniques
from Three Experts
http://blog.mavenlink.com/19-lessons-in-project-management-mistakes-from-nasa
2017년 5월 8일 월요일
Wicked Problem
SW 요구사항 및 SW의 복잡성에 대한 이해를 주는 핵심 key work 중 하나.
A wicked problem is a problem that is difficult or impossible to solve because of incomplete, contradictory, and changing requirements that are often difficult to recognize. The use of the term "wicked" here has come to denote resistance to resolution, rather than evil.
https://en.wikipedia.org/wiki/Wicked_problem
A wicked problem is a problem that is difficult or impossible to solve because of incomplete, contradictory, and changing requirements that are often difficult to recognize. The use of the term "wicked" here has come to denote resistance to resolution, rather than evil.
Rittel and Webber's 1973 formulation of wicked problems in social policy planning specified ten characteristics:[3][4]
- There is no definitive formulation of a wicked problem.
- Wicked problems have no stopping rule.
- Solutions to wicked problems are not true-or-false, but good or bad.
- There is no immediate and no ultimate test of a solution to a wicked problem.
- Every solution to a wicked problem is a "one-shot operation"; because there is no opportunity to learn by trial and error, every attempt counts significantly.
- Wicked problems do not have an enumerable (or an exhaustively describable) set of potential solutions, nor is there a well-described set of permissible operations that may be incorporated into the plan.
- Every wicked problem is essentially unique.
- Every wicked problem can be considered to be a symptom of another problem.
- The existence of a discrepancy representing a wicked problem can be explained in numerous ways. The choice of explanation determines the nature of the problem's resolution.
- The social planner has no right to be wrong (i.e., planners are liable for the consequences of the actions they generate).
Conklin later generalized the concept of problem wickedness to areas other than planning and policy.
The defining characteristics are:[5]
- The problem is not understood until after the formulation of a solution.
- Wicked problems have no stopping rule.
- Solutions to wicked problems are not right or wrong.
- Every wicked problem is essentially novel and unique.
- Every solution to a wicked problem is a 'one shot operation.'
- Wicked problems have no given alternative solutions.
https://en.wikipedia.org/wiki/Wicked_problem
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