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Project Management Plan Template

This document is an annotated outline for a Project Management Plan, adapted from the PMI Project Management Body of Knowledge (PMBOK) and IEEE Standard for Project Management Plans. The Project Management Plan is considered to be a Best Practice template by the ETS Enterprise Program Management Office (EPMO). The template is designed to address items for all sizes of projects. For small projects, it may be appropriate to omit sections. For unique projects, you may need to add sections. Tailor as appropriate. Where you decide to omit a section, you might keep the header, but insert a comment saying why you omitted the element. A suggested method is to leave the header and place the comment Not Applicable. This demonstrates you have thought through the project. Items in italic red text should be removed and replaced with your project wording. The items in italic red are remarks designed to explain and give guidance on what should be in that section. If you have a document already addressing a section, reference that document and where that document resides. Note 1: The Project Management Plan guidelines were derived and developed from IEEE Standard 1058.1 Standard for Project Management Plans (ANSI) and the PMI Project Management Body of Knowledge (PMBOK). Note 2: The ordering of Project Management Plan elements is not meant to imply that the sections or subsections must be developed or presented in that order. The order of presentation is intended for ease of use, not as a guide to preparing the various elements of the Project Management Plan.

Online Sepak Takraw Game System

Online Sepak Takraw Game System Project Management Plan

Version: (1.0) Date: (03/12/2012)

Online Sepak Takraw Game System

Document History and Distribution 1. Revision History Revision # 1.0 Revision Date Description of Change Author

2. Distribution Recipient Name Recipient Organization Distribution Method

3. Plan Approvers Approver Name Jerian R. Peren Danica R. De Guzman Approver Signature Approval Date Approval Group Represented

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Project Management Plan D. JO.K.E.S.

Table of Contents 1. Executive Summary 1.1 Project Overview 1.2 Scope 1.3 Out Of Scope 1.4 Project Deliverables 1.5 Project Management Plan Updates 1.6 Definitions and Acronyms 2. Project Organization 2.1 Organizational Structure 2.2 Organizational Boundaries and Interfaces 2.3 Roles & Responsibilities 3. Management Process 3.1 Assumptions, Dependencies, and Constraints 3.2 Risk Management 3.3 Communication Plan 4. Technical Process 4.1 Methods, Tools, and Techniques 4.2 Architecture Plan 4.3 Software Documentation 4.4 Hardware Documentation 4.5 Project Support Functions 5. Work Packages, Schedules, and Budget 5.1 Work Packages 5.2 Dependencies 5.3 Resource Requirements 5.4 Budget Requirements 5.5 Schedule 5.6 Earned Value Analysis 12 6. Project Success Criteria 6.1 Network Diagram 6.2 Project Milestones 7. Test Strategy 7.1 Unit Testing 7.2 Functional Testing 7.3 System Testing 7.4 User Acceptance testing 7.6 Performance / Scalability Testing 7.7 Data Verification 8. Deployment Plan 9. System Transition / Rollout Plan Error! Bookmark not defined. 12 12 12 12 13 13 13 13 14 14 14
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4 4 4 4 5 7 7 7 7 7 7 8 8 8 9 9 9 9 10 10 10 10 10 11 11 11 11

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10. Training Plans 11. Additional Components 12. Glossary of Terms 13. Appendices 13.1 Appendix A 13.2 Appendix B 13.3 Appendix C 13.4 Appendix D 13.5 Appendix E 13.6 Appendix F 13.7 Appendix G 13.8 Appendix H

14 15 16 24 24 25 26 30 33 34 36 37

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1. Executive Summary
This section contains an overview of the project and the product, a list of deliverables, reference material, and agency definitions and acronyms used throughout the Life Cycle of the project. Project Overview Our system is about an interactive game namely Sepak Takraw. This system is produced for those people, especially youngsters being fond of internet games. Also, the continuity of the Filipino peoples culture. Nowadays, most of the young people of our generation are unable to recall the Filipino games of the earlier time. Scope Building an online game for users with standard web servers Working with the most popular browsers such as Google Chrome and Mozilla Firefox Out Of Scope Building a new web server or application server Security against hackers. Finding or patching security holes in existing software components Managing a cluster of servers Security in the form of user accounts, passwords, and permissions

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Project Deliverables Based upon the size of your project small you will decide which artifacts are relevant to your project not all projects will create all of the artifacts listed. If you have additional items, add them to the list. Mark the column appropriately to indicate if your project will or will not be producing the artifact. Below is a list of artifacts to be delivered to the customer ARTIFACT Agency Systems Development Life Cycle Methodology (SDLC) Application Technical Architecture Budget Build vs. Buy Analysis for Software Business Case Business Functional Requirements Change Control Process Communication Plan Configuration Management Plan Critical Success Factors Deliverable Acceptance Criteria Disaster Recovery / Business Continuity Plan Hardware Procurement List Issue Log Lessons Learned Maintenance & Support Plan Organizational Breakdown Structure Performance / Scalability Test Plan
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Yes / No Yes No Yes No Yes No Yes Yes No No No No No No Yes No No Yes


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ARTIFACT Practices & Techniques Project Charter Project Management Plan Project Milestones Project Schedule Project Success Measurements Project Test Plan Quality Assurance Plan Regression Test Plan Risk Assessment / Profile Roles & Responsibilities Security Architecture Service level Agreements Software Deployment Plan Software Procurement List Software User Documentation Software Verification & Validation Plan SOW (Statement of Work) Staffing Plan Task Estimates Training Plan UAT Test Plan Unit Test Plan Work Breakdown Structure (WBS)

Yes / No No No Yes Yes Yes No Yes Yes No No Yes No No No No Yes No No No Yes No No No No

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Project Management Plan Updates The Project Management Plan will be created and maintained using standard version control processes. Page2 of this document outlines the Document History, Distribution List, and Plan Approvers. Definitions and Acronyms A list of terms and agency acronyms used for this project are listed in the Glossary of Terms in Section 12 of this document.

2. Project Organization
This section describes the project organizational structure, identifies organizational boundaries and interfaces, and defines individual responsibilities for the various project elements. Organizational Structure This figure can be seen on the Appendices section (Figure 1.0) Organizational Boundaries and Interfaces Not applicable on our system, since, its a one-project team. Roles & Responsibilities This figure can be seen on the Appendices section (Figure 2.0)

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3. Management Process
This section describes project assumptions, dependencies, and constraints, risk management techniques, monitoring and control practices, communication plan, and escalation procedures. Assumptions, Dependencies, and Constraints This section will state the assumption, where the project is based. The external events where the project is dependent upon and the constraints under which the project is to be conducted. Assumptions For Filipino people, this type of game is acquainted, but as time passes by, nowadays, this game is being left out or being uninteresting to the Filipino people. Dependencies The project team members had its own roles and responsibilities to accomplish their duties. Constraints Our system has no Database as well as its security. Risk Management Number of information cannot cope with our system. There is a potential conflict between the goals of a high-quality appearance and customizations of the project. We
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can only achieve succession, if users browses the website enticing, and game vendors can customize it with no more effort than would be needed to build a static website. There are significant technical difficulties in building a website and an online game. It will be a risk, because one person on our team has much experience with the relevant tools and technologies. Although, others will learn, we will certainly make some mistakes and suboptimal choices and addressing this risk by scoping the project by having enough time to train and to review the design and implementation. The schedule for this project depends on its development. We will manage this by planning a conservatively scoped functional core and series of functional enhancements that can be individually processes to later releases if needed. Communication Plan This figure can be seen on the Appendices section (Figure 3.0)

4. Technical Process
This section describes the technical methods and tools to be used on the project. In addition, the plan for software documentation shall be specified, and plans for project support functions such as quality assurance. Methods, Tools and Techniques In using the Online Sepak Takraw Game System, keyboard arrow keys is used to play the game. Instructions and tutorials are provided for the user to be able to play the game.
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Architecture Plan This figure can be seen on the Appendices section (Figure 4.0) Software Documentation The software will operate on any type of Windows Operating System and it is suited to the needs and requirements of the user. Hardware Documentation The Online Sepak Takraw Game System is capable to all types of web browsers and operating systems. Project Support Functions This figure can be seen on the Appendices section (Figure 5.0)

5. Work Packages and Schedules


This section of the Project Management Plan will specify the work packages, identify the dependency relationships among them, state the project resource requirements, provide the allocation of budget and resources to work packages, and establish a project schedule.

Work Packages This figure can be seen on the Appendices section (Figure 6.0)

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Dependencies This figure can be seen on the Appendices, Roles and Responsibilities (Figure 2.0) and Pert Diagram (Figure 7.0) Resource Requirements The project team involves 8 members, comprises of a team leader, programmers, designer and documentation personnel to complete the project. In addition, an estimated times of about 7 hours every meeting. The project also requires internet for operating and testing of the system. Budget Requirements The project team needs to provide a budget for food and travel expenses every meeting. Schedule We have conducted every weekend, twice a week; there will be a group meeting about our project. Having these communications (meeting), we able to accomplish each of the members task as well as its functionality and activities within the project.

Earned Value Analysis This figure can be seen on the Appendices section (Figure 8.0)

6. Project Success Criteria


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This section describes the project milestones and checkpoints, key deliverables, acceptance criteria, and management approval process for project and product deliverables.

Network Diagram This figure can be seen Appendices section (Figure 9.0) Project Milestones In completion of the system, its design as well as the whole system provides entertainment to users. Thus, importance of the system is to provide sport education to those children who are not familiar within Sepak Takraw.

7. Test Strategy
This section will describe how Unit Testing, Functional Testing, System Testing, User Acceptance Testing, Regression Testing, and Performance / Scalability Testing would be accomplished. The test strategy should also include Data Verification.

Unit Testing Unit Testing is a method by which individual units of source code are tested to determine if they are fit for use. A unit is the smallest testable part of an application.

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Functional Testing Functional testing is a type of black box testing that bases its test cases on the specifications of the software component under test. System Testing System testing of software or hardware is testing conducted on a complete, integrated system to evaluate the system's compliance with its specified requirements. System testing falls within the scope of black box testing, and as such, should require no knowledge of the inner design of the code or logic. User Acceptance Testing User Acceptance Testing (UAT) is a process to obtain confirmation that a system meets mutually agreed-upon requirements. In software development, UAT is one of the final stages of a project and often occurs before a client or customer accepts the new system. Performance / Scalability Testing Scalability Testing, part of the battery of non-functional tests, is the testing of a software application for measuring its capability to scale up or scale out ]- in terms of any of its nonfunctional capability - be it the user load supported, the number of transactions, the data volume etc. Performance, scalability and reliability are usually considered together by software quality analysts. Scalability testing tools exist (often times leveraging scalable resources themselves) in order to test load, concurrent connections, transactions, and throughput of
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many internet services. Data Verification Is a process wherein the data is checked for accuracy and inconsistencies after data migration is done. It helps to determine whether the data was accurately translated when data is transported from one source to another, is complete, and supports processes in the new system. During verification, there may be a need for a parallel run of both systems to identify areas of disparity and forestall erroneous data loss.

8. Deployment Plan
We have planned to create this system to enhance the game Sepak Takraw. In addition, this game was created for all ages.

9. System Transition / Rollout Plan


Weve also planned that only keyboard or mouse component is enough to use the online Sepak Takraw game. We have provided instructions and tutorials for the user to be able to play the game.

10. Training Plans

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Instructions and tutorial videos are provided for the user, in order to start the game.

11. Additional Components


The Online Sepak Takraw Game System uses no additional components.

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13. Glossary of Terms


A Assumption - Is a proposition that is taken for granted, as if it were true based upon presupposition without preponderance of the facts. Acceptance Criteria The list of requirements that must be satisfied prior to the customer accepting delivery of the product. Activity - A specific project task, or group of tasks, that require resources and time to complete. Application Generic term for a program, or system, that handles a specific business function. Application Software A complete, self-contained program that can perform work for a user. This is in contrast to system software such as an operating system, server processes, and libraries that exist in support of application software. Artifact - An artifact may be defined as an object that has been intentionally made or produced for a certain purpose. Applicable - Capable of being applied Architecture Imposes order and makes interconnections possible. Generally defined as an intermediate step between initial requirements and business functional specifications during which the entire complex of hardware, software, and design considerations are viewed as a whole. Refers to a blueprint for evolving a technical infrastructure. B Budget A planned sequence of expenditures over time with costs assigned to specific tasks and activities. Business Case - A type of decision-making tools used to determine the effects a particular decision will have on profitability. C Client - Customer of a professional service provider, or the principal of an agent or contract

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Communication Plan - Step by step process to ensure that the intended message is received, understood, and acted upon by the recipient Critical Activity - A task, activity, or event that, if delayed, will delay another important event probably the completion of the project or a major milestone in the project. Critical Path Derived from the PERT method, this term implies the set of activities that must be completed in sequence and on time if the entire project is to be completed on time. A missed task on the critical path will cause a product delivery delay. This is the longest time for the project from beginning to end. Critical Path Method (CPM) - One of the two most common forms of networking systems. CPM uses a one-time estimate for creating a project schedule. Customer - The individual or organization that specifies and accepts the project deliverables. D Deliverable A tangible, physical object that is the output of a software development task. Design - Refers to a plan or convention for the construction of an object or a system Developers - Person concerned with facets of the software development process Development - The systematic use of scientific and technical knowledge to meet specific objectives or requirements Dependency Diagram - Another name for a network or precedence diagram that shows the dependencies among tasks. Development Project The sum of all tasks and activities necessary to build a software product. Document of Understanding A formal agreement between two parties. A contract that is sometimes referred to as a Statement of Work (SOW). Documentation The printed and displayed materials that explain an application to a user. E Effectiveness - A measure of the quality of attainment in meeting objectives. Efficiency - A measure of the volume of output received for the input used.
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Environment The set of tools and physical surroundings in which software is developed. Estimate A predicted total of expenditures required to complete a task, activity, or project. F Feasibility Project A project designed to prove, or disprove, the appropriateness of the technology solution under existing constraints (sometimes called proof-of-concept project). Float - The amount of time for a task to be freely scheduled without affecting other tasks in the project. Features - An intentional distinguishing characteristic of a software item Function - An activity that spans the entire duration of a software project (e.g., status reporting, quality assurance, verification and validation). G Gantt Chart A method of displaying overlapped and partially concurrent activities by using horizontal lines to reflect the time required by each activity. The chart, named for Henry Lawrence Gantt, consists of a table of project task information and a bar chart that graphically displays the project schedule to be used in planning and tracking. Graphical User Interface (GUI) A manner of presentation that makes use of windows, icons, menus, pointers, and scroll bars. H Hardware Physical equipment used to process, store, or transmit computer program data. I Issue Log - A documentation element of software project management Information The meaningful interpretation of data. Interface A connection between two devices or systems. Interoperability The ability to have applications and computers from different vendors work together on a network.
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Intranet An Internet network behind a firewall. Issue A problem to be solved or a decision that has not been made. J K L M Methodology A set of formal protocols followed when performing a task. Milestone A major checkpoint in the activities involved in a project. A clearly defined point in a project that summarized the completion of a related set of tasks. Meeting - Formal or informal deliberative assembly of individuals called to debate certain issues and problems, and to take decisions. N Network Describes the physical hardware and software connections between computers allowing information to be shared and electronic communications to take place. Network Diagram - The logical representation of tasks that defines the sequence of work in a project. O Operating System System software that controls data storage, input and output to and from the keyboard, and the execution of applications written for it. It performs base services: prioritizing work, scheduling, memory management, etc. P Project Test Plan - In a project that has functional requirements specified by use cases, a test plan should be written for each use case. Package Acquisition The purchase, or lease, of software from an outside source.

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Path - A sequence of lines and nodes in a project network. PERT Project Evaluation and Review Technique - The PERT method uses the concepts of milestones, activities, and slack time to calculate the critical path. The chart, which resembles a flow chart, depicts a box to represent each project task and a line connecting two boxes to represent the relationship between tasks. Planning Project A project intended to gather, or predict, the sequence of activities and resources needed to complete a work effort. Precedence - When one task must be completed before another task can be started, the first task is said to have precedence over the other. Glossary of Terms* (continued) Process The step-by-step sequence of activities (systematic approach) that must be carried out to complete a project. Products - A good, idea, method, information, object, or service that is the end result of a process and serves as a need or want satisfier Project Charter - A statement of the scope, objectives and participants in a project Project Management Plan - The controlling document for managing a software project. The PP defines the technical and managerial project functions, activities, and tasks necessary to satisfy the requirements of a software project. Programming The art of writing, in a computer understandable language, a set of instructions that produces software. Project The combined resources (people, machines, materials), processes, and activities that are dedicated to building and delivering a product to a customer. Project Duration - The time it takes to complete the entire project. Project Management - The combination of systems, techniques, and people required to successfully complete a project on time and within budget. Project Manager The senior person responsible for the entire project.

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Q Quality (Product) - Conformance to business functional requirements with defect-free products. Quality reflects both the completeness of software or system features and functions, and error-free operation. Quality (Process) Verification and validation to established policies, standards, procedures and guidelines for software development. Quality Assurance Within the State of North Carolina, the process tracking and oversight function for monitoring project performance, adherence to commitments, and budget requirements. Performed under the control of the Office of Information Technology Services (ITS), Enterprise Technology Strategies (ETS) staff. R Requirements The statement of needs by a user that triggers the development of a program, system, or project. May be called business functional requirements or requirement specifications. Risk The probability that a project will experience undesirable events, which may create, cost overruns, schedule delays, or project cancellation. The identification, mitigation, tracking, and management of those elements creating the risk situation. Risk Analysis - An evaluation of the feasibility or probability that the outcome of a project will be the desired outcome. S SRS (Software Requirements Specification) - A requirements specification for a software system is a complete description of the behavior of a system to be developed. It includes a set of use cases that describe all the interactions the users will have with the software Scalable A term describing an architecture or software that can handle expansion in the use as the need arises without adversely impacting systems management and operations. Scope - The magnitude of the effort required to complete a project. Slack - see float. Software Computer programs, systems, and the associated documentation that describes them.

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SDLC - Software Development Life Cycle The period of time that begins with the decision to develop a software product and ends when the software is delivered. Software Development Process The process by which user needs are translated into a software product. Statement of Work (SOW) - An integrated set of task descriptions, goal descriptions, risks, and assumptions that accompany the evolving master Project Management Plan during development. Strategic Plan The long-range plan where the horizon is usually three to five years time span. System A linked collection of programs, or components, that perform a generic business or technical function. System Test The final stage of testing on a completed project (prior to client acceptance test) when all hardware and software components are put together and tested as a whole. SDLC - System Development Life Cycle - The complex of tasks and deliverables that are organized toward developing software systems. Roles & Responsibilities- A function or position of an individual T Task - A cohesive unit of work on a project (usually 40 to 80 hours of effort). Task Description - A description that defines all the work required to complete a project task or activity including input, output, expected results, and quality specifications. Test Plan A document that describes the scope, approach, resources, and schedule of intended test activities. Testing The set of defect removal tasks that include execution of all, or part, of an application on a computer. U Unit Test - The testing carried out personally by individual programmers on their own code. V

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W Wide Area Network (WAN) A network where the computers are separated by significant distances and telecommunications links are implemented. Work Breakdown Structure (WBS) A formal analysis of the activities, tasks, and sub-tasks that must be accomplished to build a software project. A product or activity oriented hierarchy tree depicting the elements of work that need to be accomplished in order to deliver a product. Work Package - A specification for the work to be accomplished in completing an activity or task. X Y Z * Definitions were extracted from Assessment and Control of Software Risks by Capers Jones (1994); Managing Software Development Projects (Second edition) by Neal Whitten (1995); IEEE Standards Collection: Software Engineering (1997 Edition); Best Practices in IT Architecture Planning and Implementation by Larry DeBoever; Essential and The Complete Idiot's Guide to Project Management by Sunny and Kim Baker.

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13. APPENDICES
Appendices may be included, either directly or by reference, to provide supporting details that could aid in the understanding of the Project Management Plan. APPENDIX A Organizational Chart (Figure 1.0)

De Guzman, Danica R. (Project Manager)

Cantada, Shechaniah Grace N. Villanueva, Jonille M. (Programmers)

Client/User

Armintia, Jose Alberto A. Tuzon, Joeylen Mae A. (Graphic Artists)

Angcaya, Aldwin Karlo M. Cadion, Ken R. Esclamado, Erika Joy D. Techincal Writers

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APPENDIX B Roles and Responsibilities (Figure 2.0) In order to effectively enable each member of the group that will be a part of the overall Online Sepak Takraw Game System Project, roles and responsibilities are clearly defined and are as follows: Project Role Description Group Resource/ Assigned Member De Guzman, Danica R. Dependencies

Project Manager

A person with full responsibility and the same level of authority required to complete a project

Client/User

Programmers

Central to the process of designing, developing and implementing the clearly defined requirements of a new information system. Responsible for the design of the system

Cantada, Shechaniah Grace N. Villanueva, Jonille M.

Project Manager

Graphic Artists

Designs and create graphics and to present information in a way that is both accessible and memorable. The technical writer provides documents, brochure and users manual contents for the completion of our project.

Armintia, Jose Alberto A. Tuzon, Joeylen Mae A. Angcaya, Aldwin Karlo M. Cadion, Ken R. Esclamado, Erika Joy D.

Programmers

Technical Writers

Programmers

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APPENDIX C Communication Planning (Figure 3.0) Minutes of Meeting First Meeting

Online Sepak Takraw Game System MINUTES OF THE FIRST MEETING

Meeting Summary
Meeting Called By: Meeting Purpose: Attendees:
(* attended by phone)

DAY: 12/19/11 TIME: 1:00 pm 7:00 pm LOCATION: Mulawin,Tanza Cavite De Guzman, Danica R. Project Proposal in Software Engineering Ken R. Cadion , Shechaniah Grace N. Cantada, Joeylen Mae A. Tuzon, Jonille M. Villanueva, Aldwin Karlo M. Angcaya, Jose Alberto A. Armintia, Erika Joy D. Esclamado, Danica R. De Guzman NA NA

Meeting Documents: Attachments:

Key Points Discussed


1 2 3 4 5 Project Proposal Target Client Project Interface System Requirements Schedule of next meeting

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Issues
1 2 3 4 5 6 We need to discuss the possible project titles. After having the project proposal, the next step is to promote our system. Proposed a simple design for the proposed system. Asked what are the requirements needed for the completion of the system We opened a discussion regarding with the scope and delimitations of the system. After all the discussions suggested when will be the next meeting regarding the next plan for the system.

Action Items
1 2 3 The group decided to have an Online Sepak Takraw Game System Commented that it would be better to focus only on the Online Sepak takraw Game System It is better to have our next meeting after Ms. Peren approve our project proposal.

Last Meeting
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Online Sepak Takraw Game System MINUTES OF THE LAST MEETING

Meeting Summary
Meeting Called By: Meeting Purpose: Attendees:
(* attended by phone)

DAY: 01/30/12 TIME: 10:00 pm 5:00 pm LOCATION: Mulawin,Tanza, Cavite De Guzman, Danica R. Projects Flowchart and Copy of minutes of meeting Ken R. Cadion , Shechaniah Grace N. Cantada, Joeylen Mae A. Tuzon, Jonille M. Villanueva, Aldwin Karlo M. Angcaya, Jose Alberto A. Armintia, Erika Joy D. Esclamado, Danica R. De Guzman NA NA

Meeting Documents: Attachments:

Key Points Discussed


1 2 3 4 5 6 Review of the accomplished task Revision of interface Division of tasks for every group member Next task to be accomplished Target date for the completion of the project Schedule of next meeting

Issues
1 2 3 4 5 6 Discussed all the accomplished tasks for the past three weeks. Suggestions for improving the Graphical User Interface of the system. Asked if there will be any additional task for every member of the group. Asked what the next plans for the system. Recommend that the project must be completed before March 11, 2012. Asked for the schedule of the next meeting.

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Action Items
1 2 3 4 Give individual task for each member of the group. Create our Project Interface. Conceptualized the application we will use to develop our project. By the end of March 11, 2012, we need to accomplish our project tasks.

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APPENDIX D Project Support Functions (Figure 4.0) Category Suitability 1. Functionality Criterion Our system is suitable for all ages especially to those children(ages 3+) who are fond of playing online games. Accurateness of our system is by responding of its movements through its character. Since, its a web-based system, it works on common web browsers such as Google Chrome Inc. and Mozilla Firefox. We complied a demo game or instruction to make sure that the user can understand how to play our game. We provide login & sign-up to make user access safely to our system. Without internet connection, our system would not work because our system is a web-based system. We have created tutorials, that keyboard keys are used in the game to make the user easy to understand. For example, right arrow key, moving the character to the right, as well as for the left and up arrow keys. A=right, W=jump, D=left. Easily operated by a given user in a given environment. Simple instructions and tutorials are created to provide users how to play or use the game. Tutorials/demo is created for the user
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Yes

No

Accurateness

Interoperability

Compliance

Security

2. Reliability

Maturity Fault Tolerance

Recoverability 3. Usability Understandability Learnability

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Operability 4. Efficiency Time Behavior

to make sure that the user knows the flow of the game. Since our system has its tutorials/ instructions, it is easy to operate or use the game. It depends upon the internet connection, whether it has a highspeed connection. The system is capable of displaying necessary information needed by the users in real time.

Resource Behavior

5. Maintainability

Analyzability

We have used some applications & requirements for system such as CPU, Internet Connection, Adobe Flash & Adobe Photo-shop. The programmer should analyze and features & codes of the game. Thus, debug all errors. Whenever the productivity gains its quality, there should be an upgraded version of it. Once all errors are debugged, the game would work properly and have its stable status. Only the programmer and developers of the game could the test the game, before releasing it. The Online Sepak Takraw Game System is compatible within common web browsers on the internet . The Online Sepak Takraw Game System is a web-based system. No installation needed. We have created the system in our own uniqueness of developing a certain flash game.

Changeability

Stability

Testability

6. Portability

Adaptability Installability

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Conformance

Weve created the system in our own uniqueness of developing a certain flash game. Theres no other software needed to be downloaded, in order to play the game.

Replaceability

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APPENDIX E Architecture Plan (Figure5.0)

Request From Web Address

Load External Website

Display User Interface

Choose Number Of Player

1 Player Game

2 Player Game

Demo Game Score obtained Y If access level = Score

N No score obtained Instructions Credit

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APPENDIX F Dependencies (Figure 6.0)

PERT DIAGRAM

A, 5
C, 12

B, 14

D, 14
Activity Predecessor Optimistic

E, 23
Most Likely Time
5 14 15 12 23 30

F, 30
Pessimistic Time
7 15 17 14 24 31

Time
3 12 5 10 22 27

A B C D E F

A B B,C D,C E

Activity A B C D

Expected Time
5 14 14 12

Variance
4/9 4 4/9
34

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Online Sepak Takraw Game System


Project Management Plan D. JO.K.E.S.

E F Activity A B C D E F ES 0 5 19 12 33 56 EF 5 19 33 17 56 86

23 30 LS 0 5 19 21 33 56

1/9 4/9 LF 5 19 33 33 56 86 Slack and critical path 0* 0* 0* 16 0* 0*

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Online Sepak Takraw Game System


Project Management Plan D. JO.K.E.S.

APPENDIX G Earned Value Analysis (Figure 7.0)

Test

Plan Minutes

Planned Value
UNIT CUMMULATIVE

Completion
PLANNED ACTUAL

Earned Value

Planning 180 Requirements and Design -Scope 60

3.79% 1.26%

3.79% 5.05%

Week 1 Week 1

Week 1 Week 1

3.79% 1.26%

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Online Sepak Takraw Game System


Project Management Plan D. JO.K.E.S.

-Product Features -User Feature -Functional Requirement Engineering -Function Coding -Tests Code Write Manual -User Manual Test System -Errors and Bug Detection Debugging/Revisions Implementation User Test TOTAL

120 60 480 300 600 1140 180 480

2.53% 7.58% 1.26% 8.89% 10.12% 18.96% 6.32% 25.28%

Week 2 Week 2 Week 3 Week 3 Week 4 Week 5 Week 6 Week 7

Week 2 Week 3 Week 3 Week 4 Week 4 Week 5 Week 6 Week 7

2.53% 1.27% 10.12% 3.8% 12.65% 24.05% 3.79% 10.12%

12.65% 37.93% 24.05% 61.98% 3.79% 65.77%

10.12% 75.89%

1140 4740

24.05% 100% 100%

Week 8

Week 8

24.05%

APPENDIX H Network Diagram (Figure 9.0) Legend: ABCEFPlanning Requirements and Design Engineering Test System Implemetation

A, 5
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Online Sepak Takraw Game System


Project Management Plan D. JO.K.E.S.

B, 14

D, 14

E, 23

F, 30

Project Management Plan | Key Points Discussed

38

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