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iPhilippine Copyright 2012

Jay EstarisJoy T. de Jesus, Jr.Lesley Abe, M.S.

Bryan T. Quesada Maria Kathrina S. Loreños

Jaime D.L. Caro, Ph.D.

PROJECT MANAGEMENT AND VIDEO PRODUCTION

SECOND EDITION

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Philippine Copyright 2012

ii

Trademark of TechFactors Inc.

Philippine Copyright 2012 by TechFactors Inc.

All rights reserved. No part of this courseware may be reproduced or copied in any form, in whole or in part, without written consent of the copyright owner.

Fourth printing of the second edition, 2015ISBN 978-971-0550-59-3

Published by TechFactors Inc.Printed in the Philippines

Authors Jay Estaris, Joy T. de Jesus, Jr., Lesley Abe, M.S., Bryan T. Quesada and Maria Kathrina S. Loreños

Series Editor Jaime D.L. Caro, Ph.D.Cover Design Gilbert Lavides

Content and Editorial Alvin Ramirez, Frances Ibañez, M.A., and Joanne April OrtizCreatives Jiyas Suministrado, Gilbert Lavides, and Regina ZapataSystems Kim Benebese, Caselyn Dionisio, and Mark Abliter

Exclusively distributed by TechFactors Inc.101 V. Luna Road Ext., Sikatuna VillageDiliman, Quezon City1101 Philippines

Telephone number: (632) 929 6924E-mail address: [email protected]: www.techfactorsinc.com

I.C.Topia is an independent publication and has not been authorized, sponsored, or otherwise approved by Microsoft Corporation or any company stated herein. All other trademarks are registered trademarks of their respective companies.

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FOREWORD

The difference between high school students who are introduced to practical computing proficiencies and those who are not is their capacity to carry-over what they’ve learned about information technology into college and consequently apply them, resulting in more productivity inside and outside of the school environment. The TechFactors I.C.Topia courseware series gives high school students the means to make this happen with the use of the Department of Education (DepEd) curriculum.

The I.C.Topia courseware is a complete system for learning specific skill sets in relation to popular productivity applications used at home, the office, and in school. Such programs—both proprietary and open source—have been selected and highlighted in the series of books as integrated subjects in the lessons.

Each I.C.Topia book title is carefully chosen for its relevance to current trends of use. They combine applications and defined output processes specifically for their related aspects of use. Word processing, desktop publishing, and office applications are the basis for the office productivity courseware; Web development and javascripting are used for the Internet learning set; programming and database are taken up in the software development kit; and lastly, digital photography, videography, and project management comprise the multimedia production book.

As a server- and Internet-based courseware series, I.C.Topia gives the benefit of on-the-go-learning that’s relevant in today’s interconnected world. It serves to develop practical know-how and adeptness in using networks during the skills-mastery process. I.C.Topia serves to produce productive graduates in a country that grows to be more technologically-dependent, connected, and conscious of projecting it’s presence to the rest of the world.

Jaime D.L. Caro, Ph.D.

Series Editor

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ABOUT THE AUTHORSJay Estaris serves as Deputy Managing Director at Asia Online Solutions Inc., one of the country’s premiere Internet and mobile solutions providers. At 28 years old, he has experience in participating in all aspects of the business, having held positions such as Web designer/developer, project manager, pre-sales manager, business development manager, e-Strategy department head, and Associate Director, before filling his current role. Having taken courses in Computer Science and Creative Writing from the University of the Philippines Diliman, Jay speaks on eBusiness topics for the events of various organizations. Jay spends his spare time pursuing other passions – blogging, podcasting, music, fiction writing, food, mixed martial arts, and tabletop gaming.

Lesley Abe, M.S. holds the degree of Master of Science in Computer Science from the De La Salle University. She graduated cum laude with a bachelor’s degree in Information Technology from the Polytechnic University of the Philippines. She is an experienced educator in Computer Science and Information Technology. She is a part-time faculty at DLSU and a consultant for several companies.

Joy T. de Jesus, Jr. is currently working as a full-time anlayst/programmer at Rizal Commercial Banking Corporation. He specializes in ATM-based and ATM-related systems. He has served as trainer and content developer of Techfactors Inc., co-authoring the following books: Office Productivity, IT Project Management, Java Programming By Example, Animation in a Flash, and C++ Programming Fundamentals. He studied Computer Science major in Software Technology at De La Salle University and pursued further studies at Mapua Information Technology Center.

Ma. Kathrina S. Loreños is a filmmaker and animator. She is a member of Pinoy Animagination, a group of filmmakers, animators, and art educators dedicated to fostering awareness and the involvement of children and adults in art and filmmaking. She facilitates summer art and animation workshops at the University of the Philippines Film Institute and the Cultural Center of the Philippines.

Bryan T. Quesada teaches animation at the Ateneo de Manila Grade School and the Mapua Institute of Technology. He has conducted several animation workshops at the Cultural Center of the Philippines (CCP) and the University of the Philippines Film Institute under Pinoy Animagination. He also handled video production workshops at the Ateneo Jesuit Communications. His latest work as a video editor includes Red Saga, an experimental film which won praises from CCP and Kodak. He owns and manages Stormbrew Digital Design, a multimedia production outfit.

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ABOUT THE SERIES EDITORJaime D.L. Caro, Ph.D. has more than 20 years of experience in education and research in the areas of Computer Science, Information Technology, and Mathematics. He received the degrees of Bachelor of Science major in Mathematics (cum laude) in 1986, Master of Science in Mathematics in 1994, and Doctor of Philosophy in Mathematics in 1996, all from the University of the Philippines Diliman. He spent a year as a post doctorate research fellow at the University of Oxford from 1997 to 1998. He is presently Assistant Vice President for Development of the University of the Philippines, Program Director of the UP Information Technology Training Center (UP ITTC), and a professor of Computer Science in UP Diliman. He is an honorary member of the Philippine Society of Information Technology Educators (PSITE), President of the Computing Society of the Philippines (CSP), and a member of the Technical Panel on Information Technology Education of the Commission on Higher Education (CHED). Dr. Caro is a recognized expert on Complexity Theory, Combinatorial Network Theory, Online Communities, and e-Learning.

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TABLE OF CONTENTS

Lesson 01: What is Project Management? 3

Introduction to Project ManagementTypes of IT ProjectsProject Life CycleProject Team Structures

Lesson 02: Detailing the Project Management 18

Project ScopeProject StoryboardWork Breakdown Structure

Lesson 03: Planning Your Project 29

Project ResourcesResource Availability and Sourcing OptionsProject Budget Plan

Lesson 04: Scheduling Project Management Tasks 38

Project SchedulingThe Gantt ChartThe Project’s Critical Path

Lesson 05: Keeping Tabs on the Project 46

Introduction to Project Status MonitoringSteps in Team Member and Project Manager ReportingIdentifying Delay Causes and Resolving ProblemsMonitoring Completion of Corrective Action

Lesson 06: Testing for Quality 54

QualityProject Quality Management ProcessesIntroduction to TestingTypes of TestingPeer Review

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Lesson 07: Documenting the Project 63

Introduction to Project DocumentationTypes of IT Project DocumentationAdditional Documentation Requirements

Lesson 08: Evaluating the Project 72

Project EvaluationFeedbackMaintenanceEnhancements

Lesson 09: Forming the Video Project Story 80

Digital Tools for Making Your VideoCreating a StoryWriting the Script

Lesson 10: Envisioning the Video Story 93

Identifying Visual ElementsCreating a StoryboardMaking the Production Schedule and Budget

Lesson 11: Composition, Lighting and Effects 103

Picture CompositionVideo ControlsLighting

Lesson 12: A Close Look at the Camera 115 Digital Video Camera Features

Basic Digital Video Camera Parts and Their FunctionsUsing Dynamic Shots

Lesson 13: Sound in Videography 123

Sound RecordingSound DesignSound EffectsSound Mixing

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Lesson 14: Shooting Your Video 131

Before Your ShootDuring Your Shoot

Lesson 15: Working on Images and Titles 139

Open Source Photo Editing SoftwareGIMP InterfaceImage Manipulation Using GIMPAdding Titles in Movie Maker 2

Lesson 16: The Final Cut 149

Exporting the MovieSaving the Movie on CDSaving the Movie on TapeCreating a VCDCreating a DVD

Expand 156

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INTRODUCTION

This courseware is about project management. It aims to introduce students to the various principles behind the effective management of a project, building up from Web development as an essential partner to video production. Videos are now wholly a part of the Web which effectively serves as the default platform of delivery of both video hobbyists and professionals nowadays.

The first half of the book discusses project management with terms, definitions, and requirements used in Web development with brief correlations to processes specific to video production. The chapters deal with troubleshooting, documentation, and evaluation, ensuring that each student can check his/her work not only against field standards but also against his/her own as well.

The specifics relating directly to a digital graphics and video output are elaborated on in detail the second half of the book. Each lesson orients the students in the phases and development of a project, which they would also experience by undertaking small-scale projects of their own. The chapters will take them through all the general phases of project management – planning, design, resource allocation, and implementation.

Throughout this volume, the students will also be able to develop their leadership and organizational skills as they steer a course through project descriptions in Web development and in video production. In the end, the student shall be able to use both for the delivery of a final and integrated IT product, all the while dealing with peers.

LEARNING GOALS At the end of the course, the student will be able to:

1. Learn the basic principles of project management.2. Simulate the phases of project management through small-scale IT projects in

Web development and video production.3. Develop teamwork and leadership skills.4. Test the two projects against field and peer standards.5. Understand and navigate the technology behind digital video production and

editing as an IT project.6. Learn the three fundamental project processes of filmmaking: pre-production,

production, and post-production.7. Hone his/her creative filmmaking skills.

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01LESS

ON What is Project

Management?

At the end of this lesson, the student will be able to:

1. Define project management.2. Discuss the project life cycle.3. Identify the composition of a

project team.

Introduction to Project Management

Have you ever looked up at a new building that’s being constructed and wondered how every worker knows exactly what to do in a given day? Have you ever wondered what it takes to make sure that the materials get to the construction site on time, that the workers focus on the most important tasks, that the building is constructed on time and on budget? These responsibilities are the main concerns of the team responsible for the building – architects, engineers, building planners, etc.

A project can be defined as a complex undertaking that has clear goals, has a definite beginning and end, and can be broken down into smaller, more specific tasks. A group can have any number of projects going on at any one time and handle all of these well, given the proper tools.

Using the definition above, you can see that projects can exist across all industries. The success of companies in industries like multimedia, construction, manufacturing, services, and utilities depend heavily on well-managed and well-executed projects.

Projects in IT

Information technology projects, or IT projects, are managed in a way that is similar to how other projects, which may or may not use IT resources, are managed. The project manager takes care of all the necessary resources, schedules the specific tasks, and estimates the total time it would take to complete the project.

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NOTE

Resources in Creating a Website Resources in Producing a Video

IT project management, however, focuses mostly on managing resources, specifically, human resources. Remember that the time of each person in the team is a precious commodity. It is the job of the project manager to make sure that each hour they spend on the project is well spent. To manage your team members’ timetables means you would have to schedule tasks accurately to ensure both quality and timeliness in the completion of your project.

Role of the Project Manager

As you can see in the discussion above, the project manager plays a key role in making sure that the design, execution, and completion of the project go as planned. Think of the project manager as the conductor of an orchestra. A conductor leads sections of the orchestra to play at any given point; an IT project manager directs members to complete each task. The end results in both should be harmonious and well-executed.

With this courseware, you will be exposed to the tools and techniques that project managers employ when running a project. In the first half of this book, you will be given the opportunity to make use of these techniques by participating as a member of a website development team whose objective is to create a website and enter it into the Philippine Schools Cyberfair Competition.

Materials

Video CameraEditing SoftwareTripodStorage MediumOutput Device (Computer)CablesPaint

Human Resources

DirectorProduction DesignerSoundmanCinematographerProduction Assistant

Hardware

Development EnvironmentServerConnection to the Internet

Software

Operating SystemGraphics SoftwareProgramming Languages Database Management System

Human Resources

Project ManagerInformation ArchitectWeb Designers/DevelopersTesters & MaintenanceContent Writers

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NOTE (cont.)

In the second half of this book, you will learn about specifics in video production and how the resulting video product can be used with the website you created.

Types of IT Projects

IT projects may take on different forms and require different approaches. While there are numerous IT project types, they have one thing in common: they utilize information technology to achieve the objectives of the project.

The means by which IT is applied has changed through the years. At the dawn of the computer age, programs were mostly stand-alone applications that were meant to execute certain tasks within a single computer. When computer networks became available, client-server applications were the choice programs of large businesses. Now, the Internet and mobile technologies have revolutionized the means of communication and data transfer between remote computers.

IT has become an integral part of both our business and personal lives. The types of IT projects identified in this book offer ways of supporting our various IT needs. The different types of IT projects include:

• Web Development – aims to design, create, and launch a website. The projects are generally graphical in nature and use images, CSS, and HTML. Corporate websites, personal websites, and online journals are some examples.

• Application Development – aims to create a customized program that addresses a specific need. These IT projects are typically used by companies to automate a certain portion of their business. For example, a school may require the creation of an application that will allow their students to enroll via the Internet.

• Systems Development – links together a number of applications that, when combined, may address a broader objective.

• Video Development - although this isn’t a traditional IT project, the evolution of technology and the Internet now allows it to be rendered and presented in the context of IT. According to Chief Technology Officer (CTO) Armando Codera of TechFactors, the constantly changing face of information and technology in the light of current uses of the Internet for multimedia distribution justifies video production’s recognition as a type of IT project.

No matter which type of IT project you are engaged in, you will observe that they follow a certain systematic pattern. This pattern is called a life cycle.

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Project Life Cycle

The project life cycle is one of the things that distinguish a project from activities that cannot be considered as projects. Whereas whimsical or simple activities are executed in one step, projects go through stages of development with defined phases.

As its name implies, a project life cycle describes the phases that a project goes through from its conception to its fulfillment. Think of your IT project as a person going through various life stages – birth, adolescence, adulthood, and old age. In each stage, certain tasks have to be fulfilled and conditions satisfied in order for the person to move from one stage to the next.

A better analogy can probably be made when we compare the IT project life cycle to a student’s life in an academic institution. Different grade levels require different skills from a student. Furthermore, in order to progress to the next level, a student must satisfy certain conditions − more often by providing proof of mastery by passing the grade level’s final examination. Projects function in a similar way.

There are many principles that discuss project life cycles. Each of these principles has a different label for each stage. Some approaches merge several stages into one while others break them down further into smaller stages. In any case, they all follow a basic project delivery framework and, while each approach may call each phase by a different name, they, in the end, discuss the same basic concepts.

Typical IT Project Life Cycle

A typical IT project goes through the following phases: Problem Definition, Planning and Design, Development, Testing, Deployment, and Maintenance. As discussed, in each phase, certain tasks are expected to be fulfilled and certain deliverables are expected to be accomplished. For a video production project, these steps would specifically translate to Presentation, Preproduction, Production Shooting, Screening, Distribution, and Translation (into new video formats).

Presentation PreproductionProductionShooting

Screening Distribution Translation

Video Production Project Flow

Definition Planning and Design

Developers Testing Deployment Maintenance

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Phase 1: Problem Definition

In simple terms, this phase involves all the initial activities that will be needed for the project. One of the first steps in this phase is the conceptualization of the project itself. The idea has to be translated into a documented form and agreed upon by the project team. In the problem definition phase, the project team lays down the foundation of the project in terms of objectives, scope, and acceptance criteria.

In some cases, this phase also involves justifying the project’s existence to the stakeholders (company executives, financiers, users, etc.) – people who have a say on whether the project will proceed or not. In video production, this involves the presentation of the script and the resources needed to the Executive Producer. This role would be played by your teacher.

Activities Deliverables

• Conceptualization• Broad Scoping• Creation of Acceptance Criteria

• Concept Paper

Phase 2: Planning and Design

This phase intends to prepare the essentials of the project even before execution. These essentials include the composition of the project team and the assignment of each member, a clear timetable, a work breakdown structure, a finite budget, and ready contingencies. Beyond these essentials, the project team also allocates enough resources for requirements such as office space, computers, special peripherals, etc.

During this phase, the team gets into high gear and an increase in project effort will be noticed. The details for the general agreements on the concept and scope of the project are created.

Project designs are also created during this phase. Depending on its nature, an IT project may require various types of designs. A simple Web project, for example, would only necessitate the creation of a Web page/interface design. For a large video production project, this stage would require the establishment or design and creation of sets or backdrops.

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As part of this activity, documents such as Functional Specifications are created and agreed upon. Clients are involved in the decision-making process where possible, and the output documents are signed off to signify agreement.

Activities Deliverables

• Project Team identification and mobilization

• Detailed Project Scoping• Project Requirements Analysis• Project Designing

• Project Team Composition• Project Timetable• Detailed Scope (Functional

Specifications, Use Cases)• Design Documents (Web

Design, Database Design, etc.)

Phase 3: Development

This is usually where most of the work is done. In this phase, the actual codes or, in the case of video, digital output are put together by the developer, applications are integrated, and databases are created. This phase is responsible for translating the scope and agreements of the previous phases into working applications or scenes (if the project involves video).

For complex projects, the application being developed is broken down into smaller programs called modules. An IT project that aims to develop a computer Black Jack game, for example, may have the following modules:

• Graphics/Animation Module – generates the graphical representations of the cards and the animation for actions that may be taken.

• Deck Shuffler Module – shuffles the virtual deck.• Opponent AI Module – player’s opponent’s decision-making program.• User Interface Module – graphical user controls.

Each of these modules would need to have a specific development schedule which will be reflected as a separate item in the timetable. As the development phase winds down and nears completion, all the separate modules are integrated to form the application.

Activities Deliverables

• Code Development• Module Testing• Module Integration

• Software for Testing

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Phase 4: Testing

A consolidated testing occurs after Phase 3 has been accomplished. In Phase 4, codes are tested to make sure that they address the defined user requirements and that they are bug-free. Testing will be discussed in detail in a later lesson..

Activities Deliverables

• Testing/Debugging• Revisions

• Acceptance Documents• System for Deployment

Phase 5: Deployment

Once the system has been accepted by the stakeholders, the project is launched and exposed to the targeted users. There are still some activities that have to occur before the project is closed. These activities may range from simple announcements informing users that the system is ready for use, to migrating a system/website into live servers, to filling up a database with content. Deployment may also include user training and the creation of user manuals.

After these final tasks have been accomplished, the project is signed off to officially signify the project’s completion. In video or movie production, deployment would constitute the distribution of the product to different networks and/or theaters.

Activities Deliverables

• Migration• Training• Documentation

• Live System/Website• User Training• User Manuals

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Phase 6: Maintenance

After deployment, the need to maintain the delivered system arises. In this phase, the developers of the system should be able to provide technical support for the users of the system. It is even possible that bugs may be discovered in this stage, thus, developers need to fix them as they occur. Also, users may require the developers to make changes to the system as needed. Video or movie products are also maintained in a way that allows the output to be played in current media technologies and for them to make use of new software technologies. A good example is what’s been done with George Lucas’s original Star Wars trilogy. From solely a film-based product from the late 1970s, it has been digitized with new computer-animated characters and remastered in surround sound for players and theaters of the 21st century.

Activities Deliverables

• Debugging of newly discovered errors

• Monitoring the system

• Technical Support• Reports (status of the system,

bugs, etc.)

Types of IT Project Life Cycles

Throughout history, different methodologies in managing the project life cycle have been presented. Each theory has given birth to various life cycle models, each one attempting to represent the project in its entirety. It would be very difficult to discuss all of these models. There are, however, key methodologies that have made their mark on how we currently handle IT projects. Here are some of them:

• TheWaterfallModelandtheSystemsDevelopmentLifeCycle

The software industry’s first popular project life cycle model was the Waterfall Model. It tracked the life cycle of software engineering projects and subdivided these into a number of distinct phases. These phases, while overlapping each other in a timeline, were supposed to function in a linear, uni-directional, and very predictable way. The output of a previous phase would be clear prerequisites to the next phase and so on.

While clearly defining the natural behavior of software development, this model has been criticized in its inability to accommodate the various revisions and iterations necessary in effectively delivering a software project. It fails to recognize the fact that user requirements often take a life of its own as they continue to evolve during the course of a project.

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The waterfall model is still very much present in the IT industry today in the form of the SystemsDevelopmentLifeCycle (SDLC). Its straightforward approach makes it a good choice for implementing simple applications.

• TheSpiralModel

The SpiralModel follows the progression of the waterfall model by anticipating the predictable steps in implementing a project while leaving room to accommodate the changes that may happen as the project is being delivered.

The concept of the spiral model is based on the dynamic nature of software developments. Its aim is to complete a portion of the project that may be viewed as a representation of the entire project itself so that user requirements may be reevaluated. The project progresses with a larger piece of the requirements being implemented. This cycle happens a number of times during the course of the project.

The main advantage of the spiral model is that it allows the project team to reassess the status of the project in very real terms using set checkpoints. This analysis will prove critical to any revision or clarification on user requirements. With these checkpoints, the risks involved in the project can be anticipated and contingencies can be put in place.

TheSystemsDevelopmentLifeCycleModel(Source: Serverpeak website)

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Boehm’sSpiralModelofSoftwareDevelopment(Source:ICSOnlinewebsite)

• TheRapidApplicationDevelopmentModel

Due to the nature of IT projects being relatively quick-to-require, quick-to-accomplish projects, the need for a methodology that will allow project teams to demonstrate the effects a project intends to make on users brought about the birth of the RapidApplicationDevelopmentModel. To demonstrate a system’s user impact, this model requires the project team to create a simulated system experience for the user’s evaluation. For this purpose, a prototype is created.

A prototype is a working or mock-up model of the system. In rapid application development, the prototype is put together by the project team first and foremost. The tools used in creating a prototype may be totally different from the tools that will be used to deliver the product itself. In fact, there are times that when a prototype is approved, the team discards it in its entirety and starts work on the product itself.

Pr

Prototype 3

Prototype 2

Evaluate alternatives; identify, resolve risksRisk

analysis

Riskanalysis

Riskanalysis

Concept ofoperation

Requirementvalidation

S/Wrequirements Product

design

DesignV & V

Detaileddesign

Code

Unit test

Integrationtest

AcceptancetestService

Develop, verifynext-level producer

REVIEW

Determine objectives,alternatives,constraints

Plan next phase

Requirements planLife cycle plan

Developmentplan

Integrationand test plan

Riskanalysis

Operationalprototype

ototype 1

Simulations, models, benchmarks

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To better understand the concept of prototyping, imagine that you want to have a house constructed for you. You approach an architect who puts together a computerized 3D model of the house he intends to build. Using the computer, you navigate around this virtual house, opening doors, checking out how the color scheme looks, and viewing it from different angles. Once you agree that the virtual model is a good representation of how you would like your house to look, the architect starts work on the actual house. In this example, the virtual model of the house is the prototype, and the construction of the real house is the project.

Project Team Structures

What is your favorite position in a basketball team? Center? Forward? Guard? Each position in a basketball team requires certain skills. A basketball team composed purely of powerful centers would have a lot of difficulty winning a game. The same goes for a team composed purely of guards.

An IT project team is no different. Positions in an IT project team need to be filled by individuals qualified for the expectations that come with each role. Each member needs to fulfill his/her responsibilities in order to make sure that the project is delivered on time and with an emphasis on quality.

The different types of IT projects require different team structures and compositions. Various requirements demand various sets of roles and skills. But there is one role that will always be there no matter what type of IT project you are implementing: the project manager.

The Project Manager

The project manager or PM is the person who is expected to control all aspects of the project. In video production, this is the director. His/her responsibilities include making sure that all tasks are accomplished on time, that qualified people are assigned to roles where they can contribute the most, and that the project does not lose track of its objectives. Finally, the PM needs to make sure that the output meets project expectations.

In our basketball team analogy, the PM is the coach. He decides how the team will go about trying to achieve its project objectives and how to face the options that may have an impact on the project. Given this role, there has to be a single figure taking the lead in any given project no matter its size.

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The Web Development Project Team

Having briefly defined the role of the PM, let us look into the typical composition of a Web Development Project Team. The following team structure can be used to effectively deliver simple website development projects.

• ContentWriter – researches and writes all the content that will be published in the website. He/she updates the content of the website whenever necessary.

• Systems/InformationArchitect – designs the flow of information in the website. He/she creates the site map and wireframes that will guide the graphic artist in designing the layout of the website.

• GraphicArtist – designs the look and feel of the website. He/she executes the layout of information within the website according to the recommendations of the information architect.

• Web Developer – converts the design of the graphic artist into Web page format. He/she assists in the migration/uploading of the website to the server.

Each team member regularly reports the status of their tasks to the PM. The PM then consolidates these reports in order to monitor the current status of the project. In video production, this graph would be like the following. Note that the video editor is the one who is responsible for producing the raw output or “rough cut.”

Director

Scriptwriter Production Manger Creative Staff Video Editor

Project Manger

Content Writer Information Architect Graphic Artist Web Developer

NOTEFrom hereon until the second half of the book, the development details specified

will focus only on what’s required for a Web project. But do keep in mind that these have counterparts in video production and should be referred to in the execution of the video project.

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NAME:SECTION:DATE:

S C O R EProject Management and Video Production L1

A. Identify the concepts pertained to in the following numbers.

1. It is a complex undertaking that has clear goals, has a definite beginning and end, and can be broken down into smaller, more specific tasks. _____________________________

___________________________________________________________________2. Who takes care of all resources, schedules tasks, and estimates the total time it would take

to complete the project? ________________________________________________ ___________________________________________________________________3. IT projects of this type aim to create a customized program that addresses a specific need. ___________________________________________________________________4. IT projects of this type link together a number of applications that, when combined, may

address a broader objective. ___________________________________________________________________5. IT projects of this type aim to design, create, and launch a website. ___________________________________________________________________6. It describes the phases that a project goes through from its conception to its fulfillment. ___________________________________________________________________7. Enumerate the various phases that a project goes through. ___________________________________________________________________8. In this phase, the project is launched or delivered to targeted users. This may also include

user training. ___________________________________________________________________9. In this phase, the project is tested to make sure that it satisfies user requirements. ___________________________________________________________________10. In this phase, the developers of the system should be able to provide technical support for

the users of the system. ___________________________________________________________________11. In this phase, the actual codes are put together by the developer/s. ___________________________________________________________________

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B. Create an Activities/Deliverables Table for cooking adobo. Assume you don’t have any ingredients or cooking utensils. Use the six phases you’ve learned to create your structure.

Activity Deliverable

12. This phase intends to prepare the essentials of the projects even before execution. _____________________________________________________________________13. A function/model of a product that has the essential features of the finished product. _____________________________________________________________________

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Every successful project always begins with a realistic plan. To make sure that the plan is organized and on schedule, a project team needs a project manager. The project manager is responsible for the execution of the plan through the different stages of development of the project. These defined phases are known collectively as the project life cycle.

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