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| <mainDescription><h3>
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| Introduction
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| </h3>
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| <p>
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| People working together effectively is the foundation of any successful project. DSDM recognises this and assigns clear
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| roles and responsibilities to each person in a project, both from the customer and supplier side of the project. These
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| two communities work very closely together in DSDM projects - there is no "us and them".
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| </p>
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| <p>
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| The first part of this section covers the DSDM roles added to OpenUP using this plugin. The rest of the section
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| describes how teams operate and are organised in DSDM projects.
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| </p>
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| <h3>
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| People and Roles in DSDM Projects
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| </h3>
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| <p>
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| The DSDM roles to be filled are listed above. It is emphasised that these roles do not necessarily relate to
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| individuals on a one-to-one basis. One person may cover one or more roles, and a role could be split between one or
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| more people.
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| </p>
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| <p>
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| The roles allow for a large project, split into a number of development teams working concurrently, or at least
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| overlapping in terms of the development time frame.
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| </p>
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| <p>
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| <span>It is understood that such things as geographical constraints and staff availability can impact the setting up of
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| the ideal team, but it is strongly recommended that the roles are all considered and their individual responsibilities
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| assigned as appropriate. They can be used as the basis for personal terms of reference for the project.</span>
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| </p>
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| <h3>
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| <a id="Team_dynamics" name="Team_dynamics">Team dynamics</a>
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| </h3>
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| <p>
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| The main benefits of the DSDM approach arise from users (customers) being closely involved in the development teams. So
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| what is the best team structure for a DSDM project to maximise the benefit of user involvement? It is important that
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| the team is not too large, ideally no more than six people including users. The users must be allocated the time to
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| really get involved, and feel involved, so that they take ownership of the application being built.
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| </p>
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| <h3>
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| <a id="The_anti-fault_philosophy" name="The_anti-fault_philosophy">The anti-fault philosophy</a>
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| </h3>
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| <p>
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| Traditionally in IT/IS projects, the functional specification has been used as the final arbiter of what is or is not
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| in scope or intended. When the requirements are vague or ambiguous, the way is open for arguments and recriminations as
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| to whose fault it is, who should pay, and whether the developer should have known "because it was obvious". Joint
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| responsibility and development avoid this, but if traditional roles and ideas are allowed to persist, the dangers are
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| greater. If developers and users do not work together as a team and if they adopt their traditional roles and
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| positions, there is no detailed specification to refer back to.
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| </p>
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| <p>
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| It is essential that individual responsibility is understood and taken, but also that, as in any team, if problems do
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| develop, it is seen as a team failure rather than an individual's, and that the team continues to work together to
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| resolve the difficulty. Users and developers have equal responsibility for the development.
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| </p>
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| <h3>
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| <a id="Team_management" name="Team_management">Team management</a>
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| </h3>
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| <p>
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| In a DSDM team, the issue of how to organise the team structure and management arises. Within a peer team, roles are
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| discussed and allocated by the team members based on an appraisal of each individual's inherent skills, personal
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| characteristics and experience.
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| </p>
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| <p>
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| In general, traditional hierarchical team structures do not encourage the flexible working practices and open
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| communications so necessary for the DSDM approach to work, but the team members may decide to adopt any structure that
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| works for them. Since DSDM teams are a temporary social structure that must be effective from the very start, extra
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| effort in building the team mentality is essential when the team is originally formed. Team-building activities are
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| strongly recommended early on and whenever it is necessary to bring in a new team member.
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| </p>
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| <p>
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| The Project Manager can be from the business or the IT department. However, the basic rules are that the Project
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| Manager must:
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| </p>
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| <ul>
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| <li>
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| understand the business issues
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| </li>
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| <li>
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| empathise with the users
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| </li>
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| <li>
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| understand the technical issues.
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| </li>
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| </ul>
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| <p>
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| The last consideration means that usually Project Managers come from an IT background, as their skills in computer
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| system development have been acquired over many years. It is unrealistic to expect user personnel to understand all the
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| IT-related issues that have to be addressed, without some direct support from the IT department. <span style="FONT-SIZE: 10pt; FONT-FAMILY: Arial; mso-fareast-font-family: 'Times New Roman'; mso-ansi-language: EN-GB; mso-fareast-language: EN-US; mso-bidi-language: AR-SA">On
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| large projects the Project Manager would not be part of any individual team. The Project manager may also manage more
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| than one project concurrently.</span>
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| </p>
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| <p>
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| One important aspect of the Project Manager role is that of arbitration. Where there is discussion about the relative
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| priorities or merits of some aspect of the system under development, the Project Manager does not supply the decision
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| but assists the parties involved in deciding the best approach for the project.
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| </p>
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| <p>
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| Motivating the team should not be too much of a problem in the early stages of the project. However if things start to
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| go wrong the impetus to deliver can disappear. User team members are particularly prone to losing their initial
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| enthusiasm, since they are not so inured to the many setbacks that can face an IT project. To avoid this, the team
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| should plan for social activities that enable the team to get together and talk about things other than work.
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| </p></mainDescription> |
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