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Realising dreams
  Building for the web


                  Stephanie Troeth
                  November 24 2008
                  School of Information Studies
                  McGill University, Montreal.
Overview
Who’s responsible?
The role of the web project manager / product manager / web producer

What needs to done?
The reality of what is required for us to build a good product.

How can we do it?
Borrowing from the way of web 2.0.

How can we plan for uncertainty?
Some techniques for estimating.
Who’s responsible?
The myths of the role of the project manager,
          the web producer, et al.
Observation #1
Role definition is
  hard to find.
This should send us a warning signal.
What is a project manager?
“Project managers sit between account managers
and the project team and have a comprehensive
understanding of the web development cycle.
They are fanatical organisers, have a full overview
of the project and are responsible for all key
elements of it; leadership, risk management and
working progress/tracking; always with an eye on
commercial requirements/restraints [...]”


  Source: http://www.e-consultancy.com/forum/109564-web-producer-versus-web-project-manager.html
What is a producer?
“Producers tend to sit within the creative studio.
They have coding and design skills, so a hands-
on understanding of creative and development,
plus actually ‘produce’ site maps and wireframes.
They also co-ordinate customer research and
user testing.”




Source: http://www.e-consultancy.com/forum/109564-web-producer-versus-web-project-manager.html
Comparing roles
          Project manager                                                Producer
•    identify project objectives &
     success criteria
                                                          •   working technical knowledge
•    scope definition
                                                          •   works with designers, developers
•    documentation: project plans,
                                                          •   set accurate project timelines
     scoping, specs reporting tools
•    liaise with client for sign-off on                   •   understand current best practices
                                                              (usability, accessibility, IA)
     key project documents
•    track project status, provide                        •   produce sitemaps & wireframes
     regular reports                                      •   manage small teams
•    identifying risks and solutions                      •   coordinate budgets
•    project costing & budget                             •   develop process and best practices
                                                              between teams
•    implement project management
     methodology                                          •   coordinate quality control
•    quality control
    Adapted from: http://www.e-consultancy.com/forum/109564-web-producer-versus-web-project-manager.html
What is a producer?

“The quot;Producerquot; is responsible for overall project
design and creation, including the sum total of the
creative efforts of the design staff. This person leads all
phases of the design process from concept through
development to ultimate completion. The Producer is
subject to the supervision of the Project Manager.”




       Source: http://archives.hwg.org/hwg-basics/003101bf1fe7$86d3d800$18c315d0@derrienrelyea
Observation #2
Consensus of roles does
 not appear to exist.
This should send us another warning signal.
The project manager may not
 often be a popular person.




       “Voldemort as Project Manager” by Kevin Dooley
      http://flickr.com/photos/pagedooley/2802321479/
Because we tend to treat projects like a
manufacturing process, we expect people
and tasks to be as identifiable &
manageable as cogwheels — which cannot
always be true.
The project manager or producer has the
task of balancing dream and reality in the
building of a web site.
What needs to be done?
The reality of what is required for us to build a good product.
A dream
Imagine the following case study.

A travel agency wants to update their online
presence to include:
•   a fresh new look
•   an update of their travel packages
•   features for obtaining quotes online
A dream ...?

More likely they will ask for:
•   “just a re-skin”
•   “something like an online shop”
And we would have to decipher and establish
what the requirements actually are.
The reality ...

•   Branding
                             •   Content production
•   Marketing & promotion
                             •   Interface Development
•   Analysis
                             •   Application development
•   Production planning
                             •   Quality assurance & testing
•   Art Direction &
                             •   Deployment
    Graphic Design
•   User experience design   •   Maintenance/enhancements
Interdependence of project activities

              Art Direction   Graphic design

Branding      UserX design        Interface dev.

                                 Application dev.
Analysis
                  Content
                 production
                                    QA & Testing

                                Deployment
So, who are the people doing these activities?
          What skills do they have?

 If you’re trying to get the best out of your
team members, how would you go about it?
Just as we map risks, we should map
  what information each individual
member of the team requires in order
          to do their job well.
But that’s not the end of the story.

A Web product isn’t something you build and
leave behind.
Customer needs change, the business landscape
changes; it is something that should rightly be in
continual development.
How can we do it?
 Borrowing from the way of web 2.0.
The rise of “Web 2.0” (and henceforth, cloud
computing) led to the need for change:
•   greater value placed on user-generated content
•   use and integration of APIs, leveraging existing social
    technologies
•   stronger emphasis (in theory) for the user
This coincides with higher adoption of rapid application
development, frequent release cycles, and agile/iterative
methods.
An agile approach to projects
   •   work as one team
   •   work in short iterations
   •   deliver on something each iteration
   •   focus on business priorities
   •   inspect and adapt




            Source: Michael Cohn, “Agile Estimating and Planning”
An agile approach to projects
•   manage uncertainty
•   accept the fact that we can only see clearly close
    in the future
•   acknowledge that beyond a certain point, we
    know very little




            Adapted from: Michael Cohn, “Agile Estimating and Planning”
Done well, agile methodologies can be
creative, rewarding and productive.
Executed badly, it becomes chaotic, and
quality is compromised.
Unfortunately, agile methods
traditionally rise only from application
development ranks.
It means that proper planning and
inclusion for all the tasks leading up to
development can be missing, mis-timed
or just plainly assumed.
Activities that are likely to be iterative

              Art Direction    Graphic design

Branding       UserX design        Interface dev.

                                  Application dev.
Analysis
                   Content
                  production
                                     QA & Testing

                                 Deployment
 Client    User needs
 needs
How can we plan for
  uncertainty?
  Some techniques for estimation.
User stories
“A user story is a software system requirement formulated
as one or two sentences in the everyday or business
language of the user. [...]
User stories are a quick way of handling customer
requirements without having to elaborate vast formalized
requirement documents and without performing
overloaded administrative tasks related to maintaining
them. The intention with the user story is to be able to
respond faster and with less overhead to rapidly changing
real-world requirements.”

                Source: http://en.wikipedia.org/wiki/User_story
Example user stories

•   As a user, I can find available flights on the dates I
    want to travel.
•   As a user, I can find information about cruises based
    on my city of departure and intended destination.
•   As a regular user of the site, I can choose to receive
    news on specials offers on travel fares.
User stories ...
•   are unhindered expressions of key requirements
•   allow for a “top down” approach in defining
    what needs to be built
•   allow a team of diverse skills and viewpoints to
    identify what the requirement means to them.
•   better definition and clarity of priority
Task estimation techniques
           (for development)

•   “small enough to fit”
•   relative story points and velocity
•   include a margin for error and
    time for re-visiting estimates
•   the human element
Small enough to fit
•   choose an atom size for task: a unit of 4
    hours
•   break all the definition tasks down until
    they fit the unit
•   understand that as details and specific
    are available, estimates may change.
Relative point size & velocity
•   choose an atom size for an average task
•   define tasks relative to atom size
•   velocity = measure of how many points
    you can complete in a real time frame
•   we get better and better at estimating
    velocity as time passes

             Source: Michael Cohn, “Agile Estimating and Planning”
Dog points
      How would you rank the height of dogs?
          Breed                                         Dog points
Labrador Terrier                                                  5
Terrier                                                           3
Great Dane                                                        10
Poodle                                                            3
Dachshund                                                         1
German shepherd                                                   5
Saint Bernard                                                     9
Bulldog                                                           3



          Source: Michael Cohn, “Agile Estimating and Planning”
Estimating, the human way
•   A clear understanding of who’s on your team,
    and how they work
•   The person doing the job should estimate how
    long it should take
•   Buffering for optimism
Estimating, the human way

•   Creating individual accountability
•   Identify how to help each other fulfil our
    individual accountability
Summary
For a process to be successful, everyone
on the team (including the stakeholders)
needs to buy in and believe it.

means the process cannot be external to
the project, nor should it be separate
from the formation of the team.
Acknowledge that each team member
has a capacity for creativity and
problem solving.
Ditch the cogwheel mentality.
Create and nurture a team culture of
supporting one another in individual
accountability.
The best work comes from passion and
a sense of pride.
Thank you!
Questions?

             Stephanie Troeth
             hello@stephanietroeth.com

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Realising Dreams: Building for the Web

  • 1. Realising dreams Building for the web Stephanie Troeth November 24 2008 School of Information Studies McGill University, Montreal.
  • 2. Overview Who’s responsible? The role of the web project manager / product manager / web producer What needs to done? The reality of what is required for us to build a good product. How can we do it? Borrowing from the way of web 2.0. How can we plan for uncertainty? Some techniques for estimating.
  • 3. Who’s responsible? The myths of the role of the project manager, the web producer, et al.
  • 4. Observation #1 Role definition is hard to find. This should send us a warning signal.
  • 5. What is a project manager? “Project managers sit between account managers and the project team and have a comprehensive understanding of the web development cycle. They are fanatical organisers, have a full overview of the project and are responsible for all key elements of it; leadership, risk management and working progress/tracking; always with an eye on commercial requirements/restraints [...]” Source: http://www.e-consultancy.com/forum/109564-web-producer-versus-web-project-manager.html
  • 6. What is a producer? “Producers tend to sit within the creative studio. They have coding and design skills, so a hands- on understanding of creative and development, plus actually ‘produce’ site maps and wireframes. They also co-ordinate customer research and user testing.” Source: http://www.e-consultancy.com/forum/109564-web-producer-versus-web-project-manager.html
  • 7. Comparing roles Project manager Producer • identify project objectives & success criteria • working technical knowledge • scope definition • works with designers, developers • documentation: project plans, • set accurate project timelines scoping, specs reporting tools • liaise with client for sign-off on • understand current best practices (usability, accessibility, IA) key project documents • track project status, provide • produce sitemaps & wireframes regular reports • manage small teams • identifying risks and solutions • coordinate budgets • project costing & budget • develop process and best practices between teams • implement project management methodology • coordinate quality control • quality control Adapted from: http://www.e-consultancy.com/forum/109564-web-producer-versus-web-project-manager.html
  • 8. What is a producer? “The quot;Producerquot; is responsible for overall project design and creation, including the sum total of the creative efforts of the design staff. This person leads all phases of the design process from concept through development to ultimate completion. The Producer is subject to the supervision of the Project Manager.” Source: http://archives.hwg.org/hwg-basics/003101bf1fe7$86d3d800$18c315d0@derrienrelyea
  • 9. Observation #2 Consensus of roles does not appear to exist. This should send us another warning signal.
  • 10. The project manager may not often be a popular person. “Voldemort as Project Manager” by Kevin Dooley http://flickr.com/photos/pagedooley/2802321479/
  • 11. Because we tend to treat projects like a manufacturing process, we expect people and tasks to be as identifiable & manageable as cogwheels — which cannot always be true.
  • 12. The project manager or producer has the task of balancing dream and reality in the building of a web site.
  • 13. What needs to be done? The reality of what is required for us to build a good product.
  • 14. A dream Imagine the following case study. A travel agency wants to update their online presence to include: • a fresh new look • an update of their travel packages • features for obtaining quotes online
  • 15. A dream ...? More likely they will ask for: • “just a re-skin” • “something like an online shop” And we would have to decipher and establish what the requirements actually are.
  • 16. The reality ... • Branding • Content production • Marketing & promotion • Interface Development • Analysis • Application development • Production planning • Quality assurance & testing • Art Direction & • Deployment Graphic Design • User experience design • Maintenance/enhancements
  • 17. Interdependence of project activities Art Direction Graphic design Branding UserX design Interface dev. Application dev. Analysis Content production QA & Testing Deployment
  • 18. So, who are the people doing these activities? What skills do they have? If you’re trying to get the best out of your team members, how would you go about it?
  • 19. Just as we map risks, we should map what information each individual member of the team requires in order to do their job well.
  • 20. But that’s not the end of the story. A Web product isn’t something you build and leave behind. Customer needs change, the business landscape changes; it is something that should rightly be in continual development.
  • 21. How can we do it? Borrowing from the way of web 2.0.
  • 22. The rise of “Web 2.0” (and henceforth, cloud computing) led to the need for change: • greater value placed on user-generated content • use and integration of APIs, leveraging existing social technologies • stronger emphasis (in theory) for the user This coincides with higher adoption of rapid application development, frequent release cycles, and agile/iterative methods.
  • 23. An agile approach to projects • work as one team • work in short iterations • deliver on something each iteration • focus on business priorities • inspect and adapt Source: Michael Cohn, “Agile Estimating and Planning”
  • 24. An agile approach to projects • manage uncertainty • accept the fact that we can only see clearly close in the future • acknowledge that beyond a certain point, we know very little Adapted from: Michael Cohn, “Agile Estimating and Planning”
  • 25. Done well, agile methodologies can be creative, rewarding and productive. Executed badly, it becomes chaotic, and quality is compromised.
  • 26. Unfortunately, agile methods traditionally rise only from application development ranks. It means that proper planning and inclusion for all the tasks leading up to development can be missing, mis-timed or just plainly assumed.
  • 27. Activities that are likely to be iterative Art Direction Graphic design Branding UserX design Interface dev. Application dev. Analysis Content production QA & Testing Deployment Client User needs needs
  • 28. How can we plan for uncertainty? Some techniques for estimation.
  • 29. User stories “A user story is a software system requirement formulated as one or two sentences in the everyday or business language of the user. [...] User stories are a quick way of handling customer requirements without having to elaborate vast formalized requirement documents and without performing overloaded administrative tasks related to maintaining them. The intention with the user story is to be able to respond faster and with less overhead to rapidly changing real-world requirements.” Source: http://en.wikipedia.org/wiki/User_story
  • 30. Example user stories • As a user, I can find available flights on the dates I want to travel. • As a user, I can find information about cruises based on my city of departure and intended destination. • As a regular user of the site, I can choose to receive news on specials offers on travel fares.
  • 31. User stories ... • are unhindered expressions of key requirements • allow for a “top down” approach in defining what needs to be built • allow a team of diverse skills and viewpoints to identify what the requirement means to them. • better definition and clarity of priority
  • 32. Task estimation techniques (for development) • “small enough to fit” • relative story points and velocity • include a margin for error and time for re-visiting estimates • the human element
  • 33. Small enough to fit • choose an atom size for task: a unit of 4 hours • break all the definition tasks down until they fit the unit • understand that as details and specific are available, estimates may change.
  • 34. Relative point size & velocity • choose an atom size for an average task • define tasks relative to atom size • velocity = measure of how many points you can complete in a real time frame • we get better and better at estimating velocity as time passes Source: Michael Cohn, “Agile Estimating and Planning”
  • 35. Dog points How would you rank the height of dogs? Breed Dog points Labrador Terrier 5 Terrier 3 Great Dane 10 Poodle 3 Dachshund 1 German shepherd 5 Saint Bernard 9 Bulldog 3 Source: Michael Cohn, “Agile Estimating and Planning”
  • 36. Estimating, the human way • A clear understanding of who’s on your team, and how they work • The person doing the job should estimate how long it should take • Buffering for optimism
  • 37. Estimating, the human way • Creating individual accountability • Identify how to help each other fulfil our individual accountability
  • 39. For a process to be successful, everyone on the team (including the stakeholders) needs to buy in and believe it. means the process cannot be external to the project, nor should it be separate from the formation of the team.
  • 40. Acknowledge that each team member has a capacity for creativity and problem solving.
  • 41. Ditch the cogwheel mentality.
  • 42. Create and nurture a team culture of supporting one another in individual accountability.
  • 43. The best work comes from passion and a sense of pride.
  • 44. Thank you! Questions? Stephanie Troeth hello@stephanietroeth.com