Cultivating a Crystal Ball for Data Center Availability and Performance
Cultivating High Performance Design Teams
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Transcript of Cultivating High Performance Design Teams
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CULTIVATING CONDITIONS FOR HIGH PERFORMANCE DESIGN TEAMS
Allen HigginsJoe Nandhakumar
UCD Centre for Innovation, Technology & Organisation in the UCD College of Business + ISM Group & IKON at WBS, University of Warwick
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https://youtu.be/qLEFafMBazc
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Traditional Management Culture and Control § 3 Variables
§ Cost§ Time§ Quality
§ 4 Variables + 1 Essential Requirement§ Cost§ Time§ Quality § Scope§ Intrinsic Creativity
Digital Management Culture and Control
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§ This screen is intentionally blank4
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Software’s Expressive Objects (code)
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Software’s Expressive Objects (compilation)
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Software’s Expressive Objects (data & structure)
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Software’s Expressive Objects (multiple services)
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Software’s Expressive Objects (models)
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Software’s Expressive Objects (art & assets)
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Software’s Expressive Objects (7/7)
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CommunicationSimplicityFeedbackCourage
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Organisational Principles§ Early tangible feedback from short cycles.§ Incremental planning § Flexible schedule § Test written before coding§ Tests are automated and run often§ Communication at the heart§ Design reviewed continuously§ All coding is collaborative
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Image source: http://library.northeastern.edu/digital-media-commons
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Image source: pivotal labs (accessed 2011)
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Image source: emc (accessed 2011)
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Source: https://www.guidewire.com/resources/videos
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CREATIVE Environments § Soft Infrastructure§ Source control, test framework, build framework, email,
news,§ Physical Infrastructure§ Large monitors, accessible desk space, shared
workstations (but personal areas), meeting rooms, firm floors for speedy rolling
§ White boards, the Rules, story cards and task cards§ Shared experiences, meals, events, activities!§ Esprit d’corps
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Related LiteratureSchön, 1991 –reflective practice & architectural designBoden, 1994 – talking work & business organisationBucciarelli, 1994 – object thinking, engineering design as
collective articulationSuchman & Trigg, 1996 – software design as situated
actionBødker & Grønbæk, 1996 – software design as activity
systemMackenzie & Monk, 2004 – coding as collective practiceRönkkö, 2007 – constructing programs through language