Wednesday, February 11, 2009

Dependencies, Critical Path, Float... who needs em?

* Dependencies?
* Critical Path?
* Float?

In the game/consumer product development world those things are laughable.

Dependencies? Of course there are dependencies probably hundreds am I going to track them all in some sort of master map of a schedule and plan when they change daily as we innovate or find new ways to do things or move in a different direction. That in and of itself would be a full time job. How much value add do I provide saying oh yeah based on dependencies we have lost 4 days of work

Critical Path?
When everything has to happen doesn't that mean everything is on the critical path? There's an equation to Critical Path the "sequential tasks with the longest duration" Oh yeah but you throw that into mix with the maze of Dependencies how do you make the critical path worth tracking?

Float?
Time you can leverage to move resources and effort to other parts of the project in hopes to get it back on schedule? Is there such thing as spare time in a product development environment. Shouldn't we be working full tilt from inception to launch?

Everything has its place and so do these concepts. The important thing to remember is that the context changes depending on the environment. There are dependencies in Product Development environments as well as float and a critical path. However they are all treated differently and "managed" differently.

In a Product Development organization dependencies are acknowledged and worked through on a tactical level, so that the schedule concentrates on what going to be delivered next, not how the past is affected it. If dependencies are not being met they are raised as an issue(s) and resolved by the appropriate management level.

Critical Path is the entire project, every task, every item. How do you manage it? Issue Management. When things like dependencies put the delivery of the product at risk it immediately becomes the most important item on the critical path. Every item that stops the forward motion of the project is the "Critical Path" and needs scrutiny and resolution.

Float? there is no float, float is an illusion, a luxury of those who do not realize that at any given moment if we don't judiciously apply our efforts and resources we end up slipping. Its the job of every Product Development group to be fully leveraged at all times on delivering the product or game since I happen to be in the game business.

- Optimal Optimus

Tuesday, February 3, 2009

A post on Corporate America



This is a great show. Definitely captures the essence of being a late 20's early 30's in the new millenia. Part of me is sad that I'm actually 3 years older than the main stars in the show. The comedy is sharp and relavent. Cobie Smulders is ridiculously haawwwt. But my favorite character and probably the favorite character of many is the character of Barney Stinson.

In this newest episode Barney doled out an "Awesome" insight in the world of corporate america as evidenced by the youtube clip above.

The episode centers around the gang talking about resumes in hopes of helping Robin's character from being deported due to visa violation. Barney relates what Corporate America is looking for in an employee.

As we watch Barney's ridiculous video resume about randome non relavent buzzwords with flashy images and no mention of anything he has done. The gang points out that resume has nothing about what you do and Barney looks up and says exactly.
"Corporate America doesn't want people that do. Corporate America wants people that look like they do but don't; in fact doing anything ... that will get you fired." (or something to that effect)


A more true statement has never been uttered. I have had my share of hiring and firings and let me tell you from my experience more people are hired on flash than substance and when substance is provided they are usually punished for it.

I get all kinds of excuses for it:

"Nature of the Beast"
"Welcome to Corporate America"

Excuses aside doesn't change the fact that its not right. If you stretch it a little all our economic woes stem from the tolernance of this line of thinking.

"Sell a good game and don't deliver. Then protect your sale by doing as little as possible as cheap as possible possible."


Sounds like a winning solution set to me.

I founded Generation-Joe and its professional oriented R-Cubed Project Management (the more professional oriented sister site/blog) to take a stand against sentiments like that.

We should stand on principles

  • If you can make a difference then make one.

  • Speak your mind without fear of reprisal

  • If you are going to speak make sure it makes sense and its not bullshit

  • Never give up

  • Fight for what's right

  • Don't be a passive aggressive dick

  • Take Risks

  • Don't believe your own press



- Optimal Optimus.

Sunday, February 1, 2009

Project Management and Web 2.0



SO I have been thinking. Yes I know its not often but I have my moments.

This Web 2.0 business:

* Wikis
* Social Networking
* Twitter

All of this stuff what's it mean to the practice of project management. I mean the extent of web 2.0 to project management IMO has been the leveraging of Sharepoint. The concept of project work spaces and such is hardly news but what is news is that the communication that Web 2.0 starts bringing and taking it to the mainstream means we as project manager can start driving communication by the tools we use.

Does a client need the strict hierarchies of Sharepoint? Are they fluid and flexible that they like some sort of wiki implementation. Do they leverage an artifact tracking system? Web 2.0 provides fast and easy implementations that allow the PM to concentrate on the communication model rather than implementing a tool. I think its pretty cool.

For the record I am following the following tools

*dekiwiki
*ning
*boonex

Either way its definitely an interesting time to be a PM.

"The PM Matrix" Integrated tith Ning's Social Network Platform


- Optimal Optimus