Checkered flag projects 10 rules for creating and managing projects that win!
Checkered Flag Projects teaches you outstanding project management skills-fast! Short, to the point, and full of great ideas, it identifies 10 key rules that dramatically increase the likelihood of project success and shows exactly how to use those rules to win in any assignment. It delivers realist...
Autor principal: | |
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Otros Autores: | |
Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Upper Saddle River, NJ :
Financial Times/Prentice Hall
c2002.
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Edición: | 2nd ed |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628125406719 |
Tabla de Contenidos:
- Machine generated contents note: About the Authors
- Acknowledgments
- Introduction
- Managing Projects: Challenge and Opportunity
- Becoming an Effective Project Leader
- Learning the 10 Rules for Creating and Managing
- Checkered Flag Projects
- Rule One Clarify the Project Goal
- Setting Project Goals That Are Clear and Compelling
- The Criteria to Use-"Power Goals"
- Pinpointed
- Owned
- Well Defined
- Energizing
- Resource Framed An Example of a Really Important Goal
- Summary: Rule One
- Rule Two Use Objectives to Define Responsibilities
- Problems in Setting Objectives
- Focusing Too Narrowly
- Using Reward Systems That Inhibit Teamwork
- Responsibility but Not Enough Authority
- Summary: Rule Two
- Rule Three Establish Checkpoints, Activities,
- Relationships, and Time Estimates
- Examining the Noah's Ark Project
- Monitoring as Motivation
- Determining Relationships Among the Activities
- Estimating Time, Cost, and Other Resources
- Final Thoughts on Building a CART
- Summary: Rule Three
- Rule Four Supercharge the Plan with a Picture
- Understanding Gantt Charts
- Understanding PERT Charts
- Working with Gantt and PERT Charts
- Getting Projects Back on Track
- A Note on Computer Software
- Summary: Rule Four
- Rule Five Develop an Empowered Project Team
- Know Yourself
- Know Others: All Behavior Makes Sense
- Know Others: All People Are Motivated
- Know Others: People Are Unique
- Know How to Create an Empowered Project Team
- Stage One: Orientation
- Stage Two: Dissatisfaction
- Stage Three: Resolution
- Stage Four: Productivity
- Stage Five: Termination
- Stage Postview
- Summary: Rule Five
- Rule Six Reinforce People's Motivation and Energy
- Drawing upon Internal Motivation
- Building and Maintaining Energy
- Tapping People's Motivation and Energy
- Summary: Rule Six
- Rule Seven Inform Everyone Regularly
- Barriers to Effective Information Flow
- Getting Your Message Across Effectively
- Listening for Impact
- Summary: Rule Seven
- Rule Eight Vitalize People with Energy from Conflicts
- Types of Conflict in Projects
- Encountering Conflicts over the Life of a Projects
- Causes of Conflict in Projects
- Building Agreements that Vitalize
- Successful Negotiators of Conflict
- Summary: Rule Eight
- Rule Nine Empower Yourself and Others
- Six Sources of Power
- Position Sources of Power
- Personal Sources of Power
- Power and Performance
- Using Power to Get the Results You Want
- Building and Using Referent Power
- Building and Using Relationskip Power
- Building and Using Expert Pbwer
- Using Legitimate Power
- Using Reward Power
- Using Coercive Power
- Giving People What They Want (Need)
- from Their Leaders
- Summary: Rule Nine
- Rule Ten Risk Being Creative
- Blocks to Creativity
- Faciitating Creativity and Innovation
- Developing Better Ideas for Your Projects
- Summary: Rule Ten
- Driving to the Checkered Flag
- References.