Introduction to Software Engineering: Project Management ( Highlights )

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1 Introduction to Software Engineering: Project Management ( Highlights ) John T. Bell Department of Computer Science University of Illinois, Chicago Based on materials from chapters 14, 15, and 16 of Object Oriented Software Engineering by Bruegge & DuToit 3e. What would you do if they put you in charge? 2 1

2 Project Management Tasks during the course of a typical project Identify Project Goals 3 A Work Breakdown Structure, WBS, divides work into manageable pieces. Q: How do you eat an elephant? A: One bite at a time! 4 2

3 Planning Temporal Dependencies 5 Critical Path Analysis Source: wikipedia.org/critical_path_method (10?) Drag = min( duration, parallel floats ) for critical items only. "SimpleAONwDrag3" by Nuggetkiwi - Own work. Licensed under CC BY-SA 3.0 via Wikimedia Commons 6 3

4 Scheduling Activities with Gantt Charts Source: wikipedia.org/gantt_chart 7 Gantt Charts in MS Project Source: wikipedia.org/gantt_chart 8 4

5 Allocating Personnel with a Skill Matrix Also useful for identifying skill shortages, and for planning long-term skill development. 9 Earned Value as a Classical Metric 10 5

6 Introduction to Software Engineering: Software Life Cycle Modeling John T. Bell Department of Computer Science University of Illinois, Chicago Based on Chapter 15 of Bruegge & DuToit 3e. Capability Maturity Model, CMM 1. Initial / Ad Hoc Everyone does their own thing. Sometimes it works out really well. 2. Repeatable Everyone does the same thing, the same way every time, thru habit/inertia. 3. Defined There exists documentation on how to do things, and people follow it. 4. Managed Someone monitors the process, to ensure quality & standards conformance. 5. Improving There exists a process improvement program, with monitoring, feedback, & changes. 12 6

7 IEEE Standard 1074 Defines Process Groups, Processes, and Activities: 13 Life Cycle Models 1074 Processes 14 7

8 Sequential Activity Models Waterfall V 15 Iterative Activity Boehm s Spiral 16 8

9 Unified Software Development Process ( a.k.a. the Unified Process ) 17 One Sample Cycle of the Unified Process 18 9

10 Entity-Centered Models In a waterfall approach all issues in one category would need to be closed before any in the next category could be opened. Other approaches can have open issues in multiple categories concurrently. 19 A Final Word on Models: No Real Process is Ideal or Pure Models are useful for studying and discussing ideal processes, but real processes in practice are always going to be some sort of a hybrid mix, drawing ideas from different ideals and combining them into something appropriate for the current project

11 Introduction to Software Engineering: Methodologies John T. Bell Department of Computer Science University of Illinois, Chicago Based on materials from chapter 16 of Bruegge & DuToit 3e. Definition of Methodology A software engineering methodology is a collection of methods and tools for developing and managing a software system to achieve a specified goal in a given environment. It specifies when methods or tools should be used and what to do when unexpected events occur occur. - Bruegge & DuToit, 3 rd Edition, Chapter

12 The project environment can influence the selection of SW methodology Participant s expertise. End user access. Technological climate. Geographical distribution. Project duration vs. rate of change. Client type see next slide. 23 Types of Client, categorized by decision power and domain knowledge Local king client Has knowledge and authority. Proxy client Has knowledge but no authority. Pseudo client Has authority but no knowledge. No client No one with authority or knowledge

13 Issues to consider when selecting a methodology How much planning should be done? How much reuse to incorporate in design? ( and in what form(s) and to what detail? ) How much modeling to do before coding? How much detail for the process definition? How much control and monitoring? When should project goals be redefined? 25 Three Methodologies Royce s Methodology, based on the Unified Process. Extreme Programming, XP Rugby ( Scrum ) 26 13

14 Key Principles of Royce s Methodology Architecture-first approach. Confront risks early, based on iterations of the Unified Process model. Minimize lines of human-generated code. Change management environment, w. baselines. Objective quality control, w. automated metrics. Visual modeling languages, e.g. UML 27 Summary of Royce s Methodology 28 14

15 Key Principles of Extreme Programming Rapid Feedback Test and confront issues early. Incremental Change One step at a time. Simplicity Design focuses on current requirement(s) only, w.o. considering the future. Embracing Change Normal, not an exception. Quality Work Do excellent work the first time, instead of going back and fixing things later. 29 Summary of Extreme Programming 30 15

16 Principles of the Agile Manifesto ( Shared by XP, Scrum, & other Agiles ) The Agile Manifesto values: Individuals and interactions over processes and tools. Working software over comprehensive documentation. Customer collaboration over contract negotiation. Responding to change over following a plan. Both sides have value, but the former moreso. 31 Summary of Rugby Methods 32 16

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