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The Art of Project Management

Posted: maestro on Dec 18 | Business E-Book

Product Details

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Editorial Reviews
Book Description
The Art of Project Management covers it all–from practical methods for making sure work gets done right and on time, to the mindset that can make you a great leader motivating your team to do their best. Reading this was like reading the blueprint for how the best projects are managed at Microsoft… I wish we always put these lessons into action!” –Joe Belfiore, General Manager, E-home Division, Microsoft Corporation

“Berkun has written a fast paced, jargon-free and witty guide to what he wisely refers to as the ‘art’ of project management. It’s a great introduction to the discipline. Seasoned and new managers will benefit from Berkun’s perspectives.” –Joe Mirza, Director, CNET Networks (Cnet.com)

“Most books with the words ‘project management’ in the title are dry tomes. If that’s what you are expecting to hear from Berkun’s book, you will be pleasantly surprised. Sure, it’s about project management. But it’s also about creativity, situational problem-solving, and leadership. If you’re a team member, project manager, or even a non-technical stakeholder, Scott offers dozens of practical tools and techniques you can use, and questions you can ask, to ensure your projects succeed.” –Bill Bliss, Senior VP of product and customer experience, expedia.com

In The Art of Project Management, you’ll learn from a veteran manager of software and web development how to plan, manage, and lead projects. This personal account of hard lessons learned over a decade of work in the industry distills complex concepts and challenges into practical nuggets of useful advice. Inspiring, funny, honest, and compelling, this is the book you and your team need to have within arms reach. It will serve you well with your current work, and on future projects to come.

Topics include:

  Preface
    Who should read this book
    Assumptions I’ve made about you in writing this book
    How to use this book
  Chapter One. A brief history of project management (and why you should care)
    Section 1.1. Using history
    Section 1.2. Web development, kitchens, and emergency rooms
    Section 1.3. The role of project management
    Section 1.4. Program and project management at Microsoft
    Section 1.5. The balancing act of project management
    Section 1.6. Pressure and distraction
    Section 1.7. The right kind of involvement
    Section 1.8. Summary
  Part I: Plans
    Chapter Two. The truth about schedules
    Section 2.1. Schedules have three purposes
    Section 2.2. Silver bullets and methodologies
    Section 2.3. What schedules look like
    Section 2.4. Why schedules fail
    Section 2.5. What must happen for schedules to work
    Section 2.6. Summary
    Chapter Three. How to figure out what to do
    Section 3.1. Software planning demystified
    Section 3.2. Approaching plans: the three perspectives
    Section 3.3. The magical interdisciplinary view
    Section 3.4. Asking the right questions
    Section 3.5. Catalog of common bad ways to decide what to do
    Section 3.6. The process of planning
    Section 3.7. Customer research and its abuses
    Section 3.8. Bringing it all together: requirements
    Chapter Four. Writing the good vision
    Section 4.1. The value of writing things down
    Section 4.2. How much vision do you need?
    Section 4.3. The five qualities of good visions
    Section 4.4. The key points to cover
    Section 4.5. On writing well
    Section 4.6. Drafting, reviewing, and revising
    Section 4.7. A catalog of lame vision statements (which should be avoided)
    Section 4.8. Examples of visions and goals
    Section 4.9. Visions should be visual
    Section 4.10. The vision sanity check: daily worship
    Section 4.11. Summary
    Chapter Five. Where ideas come from
    Section 5.1. The gap from requirements to solutions
    Section 5.2. There are bad ideas
    Section 5.3. Thinking in and out of boxes is OK
    Section 5.4. Good questions attract good ideas
    Section 5.5. Bad ideas lead to good ideas
    Section 5.6. Perspective and improvisation
    Section 5.7. The customer experience starts the design
    Section 5.8. A design is a series of conversations
    Section 5.9. Summary
    Chapter Six. What to do with ideas once you have them
    Section 6.1. Ideas get out of control
    Section 6.2. Managing ideas demands a steady hand
    Section 6.3. Checkpoints for design phases
    Section 6.4. How to consolidate ideas
    Section 6.5. Prototypes are your friends
    Section 6.6. Questions for iterations
    Section 6.7. The open-issues list
    Section 6.8. Summary
  Part II: Skills
    Chapter Seven. Writing good specifications
    Section 7.1. What specifications can and cannot do
    Section 7.2. Deciding what to specify
    Section 7.3. Specifying is not designing
    Section 7.4. Who, when, and how
    Section 7.5. When are specs complete?
    Section 7.6. Reviews and feedback
    Section 7.7. Summary
    Chapter Eight. How to make good decisions
    Section 8.1. Sizing up a decision (what’s at stake)
    Section 8.2. Finding and weighing options
    Section 8.3. Information is a flashlight
    Section 8.4. The courage to decide
    Section 8.5. Paying attention and looking back
    Section 8.6. Summary
    Chapter Nine. Communication and relationships
    Section 9.1. Management through conversation
    Section 9.2. A basic model of communication
    Section 9.3. Common communication problems
    Section 9.4. Projects depend on relationships
    Section 9.5. The best work attitude
    Section 9.6. Summary
    Chapter Ten. How not to annoy people: process, email, and meetings
    Section 10.1. A summary of why people get annoyed
    Section 10.2. The effects of good process
    Section 10.3. Non-annoying email
    Section 10.4. How to run the non-annoying meeting
    Section 10.5. Summary
    Chapter Eleven. What to do when things go wrong
    Section 11.1. Apply the rough guide
    Section 11.2. Common situations to expect
    Section 11.3. Take responsibility
    Section 11.4. Damage control
    Section 11.5. Conflict resolution and negotiation
    Section 11.6. Roles and clear authority
    Section 11.7. An emotional toolkit: pressure, feelings about feelings, and the hero complex
    Section 11.8. Summary
  Part III: Management
    Chapter Twelve. Why leadership is based on trust
    Section 12.1. Building and losing trust
    Section 12.2. Make trust clear (create green lights)
    Section 12.3. The different kinds of power
    Section 12.4. Trusting others
    Section 12.5. Trust is insurance against adversity
    Section 12.6. Models, questions, and conflicts
    Section 12.7. Trust and making mistakes
    Section 12.8. Trust in yourself (self-reliance)
    Section 12.9. Summary
    Chapter Thirteen. How to make things happen
    Section 13.1. Priorities make things happen
    Section 13.2. Things happen when you say no
    Section 13.3. Keeping it real
    Section 13.4. Know the critical path
    Section 13.5. Be relentless
    Section 13.6. Be savvy
    Section 13.7. Summary
    Chapter Fourteen. Middle-game strategy
    Section 14.1. Flying ahead of the plane
    Section 14.2. Taking safe action
    Section 14.3. The coding pipeline
    Section 14.4. Hitting moving targets
    Section 14.5. Summary
    Chapter Fifteen. End-game strategy
    Section 15.1. Big deadlines are just several small deadlines
    Section 15.2. Elements of measurement
    Section 15.3. Elements of control
    Section 15.4. The end of end-game
    Section 15.5. Party time
    Section 15.6. Summary
    Chapter Sixteen. Power and politics
    Section 16.1. The day I became political
    Section 16.2. The sources of power
    Section 16.3. The misuse of power
    Section 16.4. How to solve political problems
    Section 16.5. Know the playing field
    Section 16.6. Summary
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