SOFTWARE PROJECT MANAGEMENT

FILOMENA FERRUCCI SOFTWARE PROJECT MANAGEMENT

0522500008
COMPUTER SCIENCE
EQF7
COMPUTER SCIENCE
2024/2025



YEAR OF DIDACTIC SYSTEM 2016
AUTUMN SEMESTER
CFUHOURSACTIVITY
648LESSONS
324LAB
Objectives
The course introduces the fundamental concepts of project management and explores the methods, processes and techniques necessary for the management of software projects.

Knowledge and Understanding
Students will have
•knowledge and understanding of the key aspects of the knowledge areas covered by the PMBOK necessary to exercise successfully the project manager profession. The areas of knowledge are specialized to the field of software projects.
•knowledge and understanding of the project management methodologies, processes and techniques
•knowledge and understanding of the agile approaches to software development
•understanding of the fundamental aspects of product management.
Students will be able to understand the state of the scientific literature and international standards in the software project management and quality sector.

Applying Knowledge and Understanding
Students will be able use a systematic and organized approach to plan and manage the activities of the software life cycle processes and to produce software documents according to standards and quality plans. They will be able to develop project proposals and management plans (e.g. quality, risk, communication plans), progress reports, and post mortem review documents according to standards and templates.
Students will be able to apply both a traditional and an agile approach. They will be able to use a quantitative analysis of software product and process.
Prerequisites

FUNDAMENTAL CONCEPTS, METHODOLOGIES AND METHODS OF SOFTWARE ENGINEERING. STUDENTS SHOULD BE ABLE TO WORK IN TEAM.
Contents
• FUNDAMENTAL DEFINITIONS OF MANAGEMENT: PRODUCT, PROJECT, PROJECT MANAGEMENT, PORTFOLIO AND PROGRAM. THE ROLE OF THE PROJECT MANAGER. IT AND SOFTWARE PROJECT MANAGEMENT. THE ROLE OF THE PRODUCT MANAGER. SIMILARITIES AND DIFFERENCES BETWEEN PRODUCT MANAGER AND PROJECT MANAGER. INNOVATION MANAGEMENT. (5H)
• SOFTWAR LIFE CYCLE. MODELS OF SOFTWARE LIFE CYCLE; AGILE METHODOLOGIES, SCRUM, HYBRID APPROACHES.
AGILE PROJECT MANAGEMENT. (8H, 5H))
• GROUPS OF PROJECT MANAGEMENT PROCESSES: INITIATION, PLANNING, EXECUTION, MONITORING AND CONTROLLING, , CLOSING. (6 H, 2H)
• KNOWLEDGE AREAS: INTEGRATION, SCOPE, TIME, COST, QUALITY, HUMAN RESOURCES, COMMUNICATION, RISK, PROCUREMENT, STAKEHOLDERS. (12 H, 2 H)
• ACTIVITIES; THE WORK BREAKDOWN STRUCTURE (WBS); THE SOFTWARE PROJECT MANAGEMENT PLAN. PROJECT RETROSPECTIVE, ROOT CAUSE ANALYSIS, CONFLICT MANAGEMENT (12 H, 12H)
• SOFTWARE MEASUREMENT; PARADIGMA GOAL-QUESTION-METRIC; CLASSIFICATION OF THE SOFTWARE METRICS; FUNCTIONAL SIZE MEASUREMENTS (FPA AND COSMIC), EFFORT ESTIMATION. (3 H, 0 H)
• QUALITY MANAGEMENT, SOFTWARE QUALITY STANDARDS. SOFTWARE QUALITY IMPROVEMENT, CMMI MEASUREMENT REQUIREMENTS. (3 H, 3H)
Teaching Methods

THE ACTIVITIES OF THE COURSE ARE ORGANIZED AS FOLLOWS:
•LECTURES (48 H): USED TO TRANSFER THE KNOWLEDGE REQUIRED FOR THE SOFTWARE PROJECT MANAGEMENT.
•LABORATORY (24 H): FOR AN IN DEPTH ANALYSIS OF MORE PRACTICAL ASPECTS WITH AN INTERACTION BETWEEN STUDENTS AND LECTURER
•PROJECT DEVELOPMENT (60 H): STIMULATING THE ACTIVE PARTICIPATION OF STUDENTS, THEIR ATTITUDE TO THE PERSONAL ELABORATION AND APPLICATION OF THE ACQUIRED KNOWLEDGE AND ABILITY TO UNDERSTAND
•INDIVIDUAL STUDY (93 H)
IN PARTICULAR, THROUGH THE PROJECT STUDENTS WILL BE ABLE TO:
•SIMULATE TYPICAL GROUP DYNAMICS OF REAL WORLD SOFTWARE PROJECTS
•SELECT, ELABORATE, AND INTERPRET THE INFORMATION USEFUL TO ACHIEVE THE DEFINED GOALS
•LEARNS TO IDENTIFY THE MOST COST-EFFECTIVE SOLUTION, BASED ON A TRADE-OFF ANALYSIS OF DIFFERENT DESIGN GOALS
•COMPARE THE POSITIONS OF THE DIFFERENT TEAM MEMBERS ON PRACTICAL ISSUES, BY SUITABLY DEBATING AND MOTIVATING THEIR POSITIONS
•UNDERSTAND THE NEEDS OF A SUITABLE COMMUNICATION
•TEST AND IMPROVE THEIR ABILITIES, BY SHARING MODELS AND DOCUMENTS, SIMULATING MEETINGS, REVIEWING PROJECT DOCUMENTS, PRODUCING REPORTS, REQUESTING SOFTWARE CHANGES, RESOLVING PROBLEMS, USING SYNCHRONOUS AND ASYNCHRONOUS COMMUNICATION TOOLS
•UNDERSTAND THE IMPORTANCE OF A RESPONSIBLE AND PROFESSIONALLY ETHICAL BEHAVIOUR
Verification of learning
LEARNING ASSESSMENT IS BASED ON AN EXAM WITH GRADES ON A SCALE OF 30 (POSSIBLY CUM LAUDE). THE EXAM CONSISTS OF A SOFTWARE TEAM PROJECT, A WRITTEN TEST, AND AN ORAL EXAMINATION. DELIVERING THE PROJECT DOCUMENTATION IS PREPARATORY FOR THE ORAL EXAMINATION.

THE WRITTEN TEST INCLUDES MULTIPLE CHOICE AND OPEN-ENDED QUESTIONS ON THE TOPICS OF THE COURSE. IT GENERALLY LASTS ABOUT 60 MINUTES AND AIMS AT VERIFYING THE CAPABILITY TO CORRECTLY APPLY THE THEORETICAL KNOWLEDGE AS WELL AS THE CAPABILITY TO UNDERSTAND THE RAISED ISSUES.

THE ORAL EXAMINATION IS BASED ON QUESTIONS AND DISCUSSION ABOUT THE ISSUES RAISED DURING THE DEVELOPMENT OF THE PROJECT AND ON THE TOPICS OF THE COURSE. IT AIMS AT ASSESSING THE LEVEL OF KNOWLEDGE ACHIEVED BY THE STUDENT ON THE THEORETICAL AND METHODOLOGICAL TOPICS OF THE COURSE, HOW THE METHODS PRESENTED DURING THE COURSE HAVE BEEN APPLIED WITHIN THE PROJECT, AND THE LEVEL OF CORRECTNESS AND COMPLETENESS OF THE PROJECT DOCUMENTATION. THE ORAL EXAMINATION ALSO AIMS AT VERIFYING THE CAPABILITY OF AUTONOMOUSLY ORGANISING THE PRESENTATION BY USING THE CORRECT TERMINOLOGY AND THE CAPABILITY OF PROPERLY MOTIVATING AND DISCUSSING THE PROJECT CHOICES.
Texts
TEXTS:
•KATHY SCHWALBE, "INFORMATION TECHNOLOGY PROJECT MANAGEMENT", INTERNATIONAL EDITION 7E, CENGAGE LEARNING, © 2014
•BERND BRUEGGE, ALLEN H. DUTOIT “OBJECT-ORIENTED SOFTWARE ENGINEERING USING UML, PATTERNS AND JAVA” - THIRD ED. - PEARSON, 2010
•I. SOMMERVILLE, SOFTWARE ENGINEERING, ADDISON WESLEY
R. RYAN NELSON, PROJECT RETROSPECTIVES: EVALUATING PROJECT SUCCESS, FAILURE, AND EVERYTHING IN BETWEEN, MIS QUARTERLY EXECUTIVE VOL. 4 NO. 3 / SEPTEMBER 2005 (HTTP://WWW2.COMMERCE.VIRGINIA.EDU/CMIT/RESEARCH/MISQE%209-05.PDF)

ROOT CAUSE ANALYSIS MAPPING METHOD
HTTPS://WWW.THINKRELIABILITY.COM/CAUSE-MAPPING/CAUSE-MAPPING-METHOD-EXPLAINED/
MCKINSEY: PRODUCT MANAGERS FOR THE DIGITAL WORLD
HTTPS://WWW.MCKINSEY.COM/INDUSTRIES/HIGH-TECH/OUR-INSIGHTS/PRODUCT-MANAGERS-FOR-THE-DIGITAL-WORLD?CID=EML-WEB

CLAYTON M. CHRISTENSEN, THE RULES OF INNOVATION, HTTPS://WWW.TECHNOLOGYREVIEW.COM/S/401451/THE-RULES-OF-INNOVATION/

HBR:
•KRISTIN BEHFAR, REBECCA GOLDBERG, CONFLICT MANAGEMENT IN TEAMS,
•DEBBIE MADDEN, YOUR AGILE PROJECT NEEDS A BUDGET, NOT AN ESTIMATE
•RYAN NELSON, RYAN WRIGHT, THE PHOENIX PROJECT: REMEDIATION OF A CYBERSECURITY CRISIS AT THE UNIVERSITY OF VIRGINIA
•APARNA RAMAN, SANGEETA SHAH BHARADWAJ, SAPIENT CONSULTING: ENRICHING EXPERIENCE USING HYBRID AGILE APPROACH
•JAMES S. REECE, ERIC SVAAN, NOTE ON PROJECT MANAGEMENT
•ROBERT D. AUSTIN, PROJECT MANAGEMENT SIMULATION: SCOPE, RESOURCES, SCHEDULE V2


SUGGESTED READINGS:
•PMBOK® GUIDE E SOFTWARE EXTENSION TO THE PMBOK® GUIDE -5° EDITION
•PMBOK® GUIDE & SOFTWARE EXTENSION TO THE PMBOK® GUIDE -5° EDITION, PROJECT MANAGEMENT INSTITUTE, 2013
NOTES BY THE PROFESSOR
More Information
PROF. FILOMENA FERRUCCI FFERRUCCI@UNISA.IT
PROF. FABIO PALOMBA FPALOMBA@UNISA.IT
THE E-LEARNING PLATFORM WILL BE ADOPTED TO DISTRIBUTE TEACHING MATERIALS, TO COMMUNICATE WITH STUDENTS AND TO EVALUATE HOMEWORK AND REPORTS AND PROJECT DOCUMENTATION. THE PLATFORM URL IS: HTTP://ELEARNING.INFORMATICA.UNISA.IT/EL-PLATFORM
Lessons Timetable

  BETA VERSION Data source ESSE3 [Ultima Sincronizzazione: 2024-11-18]