117,862 research outputs found

    Benchmarking of project planning and success in selected industries

    Get PDF
    Purpose - To identify the industry in which projects are best planned and executed and use it as a benchmark for improving project planning in other industries. Design/methodology/approach - Based on data collected from 280 project managers, project success and quality of project planning were evaluated and analyzed for four industries - construction and engineering, software and communications, services, and production and maintenance. Findings - Quality of project planning was found to be the highest in construction and engineering organizations and the lowest in manufacturing organizations. This is a result of a few factors, among them the intensive organizational support which is offered to project managers working in construction and engineering organizations. The other three industries limit their support mostly to tactical aspects, such as the purchasing of project management software. The high quality of project planning in the construction and engineering organizations resulted in their ability to complete projects by almost half the cost and schedule overruns, as compared to organizations belonging to the other industries. Finally, results of the industries in Israel and Japan are compared and analyzed. Research limitations/implications - Findings are limited to the four industries included in the study. Practical implications - If organizations, not belonging to the construction industry, wish to improve the probability of success in project planning and execution, they should follow methodologies commonly used in the construction industry. Originality/value - This paper introduces a valid field study, exploring project management practices in four industries and identifies the one which may be used as a benchmark for the others. It also identifies specific strengths and weaknesses in project management within the explored industries

    Preserving Communication Context. Virtual workspace and interpersonal space in Japanese CSCW.

    Get PDF
    The past decade has seen the development of a perspective\ud holding that technology is socially constructed (Mackenzie and Wacjman, 1985; Bijker, Hughes and Pinch, 1987; Bijker and Law, 1992). This paper examines the social construction of one group of technologies, systems for computer supported cooperative work (CSCW). It describes the design of CSCW in Japan, with particular attention to the influence of culture on the design process. Two case studies are presented to illustrate the argument that culture is an important factor in technology design, despite commonly held assumptions about the neutrality and objectivity of science and technology. The paper further argues that, by looking at\ud CSCW systems as texts which reflect the context of their production and the society from which they come, we may be better able to understand the transformations that operate when these texts are “read” in the contexts of their implementation

    A Manga-Driven System Requirements Development PBL Exercise

    Full text link
    We conducted a Project-Based Learning (PBL)-type exercise incorporating Japanese cartoon (manga) techniques into Requirements Development (RD) processes. Manga has established techniques, such as those for character setting and story development, that we thought are also valid for RD processes. Using this manga-driven method, students were able to clarify high-level project goals early in the development life-cycle, and succeeded in defining high quality and unique system ideas.Comment: SEEM201

    Initial Evaluation of Accessibility and Design Awareness with 3-D Immersive Environments

    Get PDF
    This paper describes an effort to build and evaluate the effectiveness of an immersive 3-D visualization system to help increase the awareness that students have when designing software that has a high level of accessibility for the differently abled. The demonstration utilizes an immersive virtual reality (VR) environment in which we simulated two types of colorblindness in a generally familiar environment. We report on the initial trial of this tool and the results of student surveys designed to assess impact on student perception and understanding and demonstrate that the use of virtual environments can give students greater empathy for individuals with visual impairments
    • …
    corecore