1,350 research outputs found

    Management of an ICT project in the public sector implementing a new system

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    The Master's Thesis (TFM) deals with the management of implementation projects in the public sector through the collaboration between NTT Data, the company where the internship was carried out, and the Centre of Telecommunications and Information Technologies of Catalonia (CTTI). The study focuses on a specific project for the Department A of the Generalitat de Catalunya and explores the integration of management methodologies, such as NTT Data's COM and CTTI's Agile approach, to improve efficiency and quality in project execution. The TFM provides a detailed overview of the project phases, from pre-documentation to implementation, highlighting the importance of project management in the public sector and the need to ensure the efficient use of public resources. It describes the methodologies used, such as SCRUM and functional testing, and emphasizes collaboration with end users to ensure that the final product meets their expectations. The paper also highlights the relevance of user acceptance testing (UAT) and customer feedback meetings to continuously refine and improve the project. Furthermore, it details the importance of documentation, such as user manuals and workflows, to facilitate the understanding and effective use of the developed application

    Applying Agile Project Management to Art Museums: A Proposal for Implementing a Generalist Scrum Master

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    This capstone project examines organizational change, along with its challenges, through case studies in museums and businesses in the private sector, subsequently providing a possible solution for museums to adapt to the current global market economy through the use of Agile Project Management (Agile). I cite recent case studies of art museums implementing Agile for digital product development. This project proposal aims to introduce Agile outside of digital departments, including Exhibitions and Education, with the goal of developing better visitor-centered offerings from museums. This may be achieved through the proposal of a job description for a new museum position of Generalist Scrum Master, along with a three-year strategy of implementing Agile Project Management across various museum departments, including digital, exhibitions, and education

    Making PBL teams more effective with Scrum

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    Scrum is a project management methodology very popular in the software industry with good results in terms of team work effectiveness. Scrum is based on important team work values such as commitment, courage, focus, openness and respect and can be described in three different dimensions: Scrum team; Scrum Events; and Scrum artefacts. This paper aims to analyse the implementation of scrum approach in a project based learning context in higher education. The scrum approach was applied in the fourth year of the Industrial Engineering and Management (IEM) degree program, where teams of students developed a PBL project in an industrial context during the first semester. The research methodology focused on a qualitative approach. Semi-structured interviews were carried out to the Scrum Team (scrum master, product owner and the student team). Scrum Events were analysed through direct observation and Scrum Artefacts (Product Backlog, Sprint Backlog and Increment) were analysed based on a document analysis. The results of this study contribute to understand the effectiveness of the application of Scrum to complex PBL learning environments. The results presented in the study provided important inputs to improve the way PBL student teams manage themselves as well as their projects.This work has been partially supported by projects COMPETE-POCI-01-0145-FEDER-007043 and FCT-UID-CEC-00319-2013, from Portugal

    A Literature Review on Agile Methodologies Quality, eXtreme Programming and SCRUM

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    most applied methods in the software development industry. However, agile methodologies face some challenges such as less documentation and wasting time considering changes. This review presents how the previous studies attempted to cover issues of agile methodologies and the modifications in the performance of agile methodologies. The paper also highlights unresolved issues to get the attention of developers, researchers, and software practitioners

    Teaching agile hardware development with an open‐source engineering simulator: An evaluation with industry participants

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    Educational games are increasingly used to teach Agile development approaches to practitioners. Most of these training modules simplify the development environment, for example, by using LEGO bricks or playing cards. This oversimplification has been shown to result in limited transferability of learning to industrial practice. Furthermore, there is a lack of teaching modules that specifically address the challenges of applying Agile to physical products. In this paper, we present an open-source educational game that realistically simulates a hardware development project to teach Agile principles. Over 2 days, participants design, manufacture, and test modifications for a physical wire bending machine within an authentic engineering and production setting. The training mimics the typical roles, processes, and tools of industrial engineering teams to reflect the challenges of Agile hardware development. The module was evaluated with 44 industry professionals regarding perceived learning and user reaction. A combination of quantitative and qualitative methods was used for the experimental evaluation. The results showed a positive learning effect as the participants\u27 average agreement with Agile principles increased through the training. Concerning user reaction, respondents reported a high degree of relevance, interaction, and confidence, indicating that the realistic simulation of the hardware development appropriately balanced the degree of realism with simplicity. The study showcases the opportunities of properly aligning game components to provoke learning situations targeted by the instructors. It contributes to the extant literature by providing a design framework (product, process, setting, and instruction) and open-source access to the tools used for implementation

    2020-21 Graduate Catalog

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