Everybody's a Project Manager, Part 4
This is part 4 in a list of key project management tips and techniques. See also part 1, part 2 and part 3.
This, final part, is about the role of the project manager / scrum master in a scrum team.
- Decisions must be made within an hour.
- A bad decision is much better than no decision.
- When solving problems, 1) define the problem, 2) uncover dependancies, 3) look at possible solutions with the scrum team, 4) ask the customer if necessary.
- Remember the stupid solutions, sometimes they’re the best ones but no-one dare say them out loud.
- Be honest!
- Prepare for each iteration (sprint): define or reiterate goals, scope, visions and threats.
- Make sure the physical surroundings are in order.
- Make sure any needed software or hardware is available.
- Double check that your team is the right team and can actually solve the tasks ahead.
- A good team consists of no more than 7, preferrably all in the same room. Desks with wheels can mobilize you.
- Projects work out the best if the team is happy and energetic.
- Change is good.
- For boring tasks, reiterate the vision and the tasks place in the larger whole.
- Money can be a motivator, especially for the dead-end tasks.
- Passionate people transmit their energy to others.
- Ensure that all tasks are clearly prioritized.
- Take note of tired project members and give them a day off, or reward them in some other way if you can’t.
- Beware of these energy-drains:
- … having too many (or too few) tasks
- … shifting task priorities or attention
- … lack of communication
- … wasted work
- … uncertainty about project roles
- … impossible plans
- A good project manager is like a parent and …
- … a “firewall” for incoming tasks
- … helps divide tasks between team members
- … minimizes wasted time
- … is generally hands-off and silent and only the tyrant when necessary
- … lets the team make their own decision and plans
- … visualizes project progress on walls or via physical means
- … counts to ten
- As a project manager, DO NOT:
- … tell the team what to do and how
- … plan iterations yourself – involve your team!
- … update the sprint backlog (iteration to-do list) – let each responsible team member do that themselves
- To ensure discipline in a team, give responsibility to the team.
- This will give a sense of project ownership to team members.
- Anticipate an overhead of administration and “fire suppression”. Some times, planning only a 4 day week is necessary, leaving the 5th for the overhead.
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