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Interactive Project Management

The document is an introduction to the book 'Interactive Project Management: Pixels, People, and Process' by Nancy Lyons and Meghan Wilker, which focuses on effective project management in the interactive industry. It emphasizes the importance of a well-understood process to unite teams and stakeholders, thereby avoiding project failures. The book aims to provide insights and methodologies for managing interactive projects successfully, highlighting the roles of communication, emotional intelligence, and collaboration.

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0% found this document useful (0 votes)
1 views192 pages

Interactive Project Management

The document is an introduction to the book 'Interactive Project Management: Pixels, People, and Process' by Nancy Lyons and Meghan Wilker, which focuses on effective project management in the interactive industry. It emphasizes the importance of a well-understood process to unite teams and stakeholders, thereby avoiding project failures. The book aims to provide insights and methodologies for managing interactive projects successfully, highlighting the roles of communication, emotional intelligence, and collaboration.

Uploaded by

aruishawg
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

INTERACTIVE

PROJECT
MANAGEMENT
Pixels, People, and Process
For our families: Laura and Merrick, and Jeremy, Trixie, and Theo, who patiently supported
us as we worked long hours to finish the book. We couldn’t have done it without you.
And to the past and current Clockworkers, the smart, talented, and invaluable guinea pigs
that improved and fine-tuned our process.

Interactive Project Management: Pixels, People, and Process


Nancy Lyons and Meghan Wilker

New Riders
1249 Eighth Street
Berkeley, CA 94710
510/524-2178
510/524-2221 (fax)

Find us on the Web at: [Link]


To report errors, please send a note to errata@[Link]
New Riders is an imprint of Peachpit, a division of Pearson Education.
Copyright © 2012 by Geek Girls Guide, LLC.

Project Editor: Michael J. Nolan


Development Editors: Margaret S. Anderson/Stellarvisions
Project Manager: Lyz Nagan
Production Editor: Cory Borman
Copyeditor: Gretchen Dykstra
Proofreader: Jan Seymour
Cover Designer: Aren Straiger
Interior Designer: Charlene Charles-Will
Compositor: Danielle Foster
Indexer: Joy Dean Lee

Notice of Rights
All rights reserved. No part of this book may be reproduced or transmitted in any form by any means, electronic, mechanical, photocopy-
ing, recording, or otherwise, without the prior written permission of the publisher. For information on getting permission for reprints and
excerpts, contact permissions@[Link].
Notice of Liability
The information in this book is distributed on an “As Is” basis without warranty. While every precaution has been taken in the preparation
of the book, neither the authors nor Peachpit shall have any liability to any person or entity with respect to any loss or damage caused or
alleged to be caused directly or indirectly by the instructions contained in this book or by the computer software and hardware products
described in it.
Trademarks
Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those des-
ignations appear in this book, and Peachpit was aware of a trademark claim, the designations appear as requested by the owner of the
trademark. All other product names and services identified throughout this book are used in editorial fashion only and for the benefit
of such companies with no intention of infringement of the trademark. No such use, or the use of any trade name, is intended to convey
endorsement or other affiliation with this book.

ISBN 13: 978-0-321-81515-6


ISBN 10: 0-321-81515-7

987654321

Printed and bound in the United States of America


Acknowledgements
This book is the result of a huge effort by many people over a great amount of time.
We’ve been lucky enough to work with amazing colleagues, partners, and clients over
the years. Every project clarified our thinking—and our determination.
First and foremost, we have to thank Chuck Hermes, Kurt Koppelman, and Michael
Koppelman. With Nancy, they founded Clockwork Active Media, where we shaped
the vision and did the work that refined our thinking and process. That this book exists
is a testament to their insight, trust, and dedication.
We’d also like to give a shout-out to the Clockworkers who directly contributed to
the book: Selah Ben-Haim, Ben Beuchler, Telari Bohrnsen, Mollie Clancy, Lloyd
Dalton, Justin ‘Dez’ Dessonville, Dave Dohmeier, Ryan Evans, Matt Gray, Eric Han-
son, Kjrsten Holt, Julie Horton, Matt ‘Hank’ Kiedrowski, Andrew Leaf, Ryan Loo-
mis, Rett Martin, Kevin O’Brien, Eryn O’Neil, Michael Opperman, Ruth Rosengren,
Whitney Shaw, and Luke Vestrum. Special thanks and a high-five to Micah Spieler,
who designed our gorgeous book graphics.
Reaching back into history, thank you to the clients, partners, and colleagues of Bitstream
Underground, where we first started working together, and where the seed for this
book was planted.
Thank you to Amanda Costello and the board of MinneWebCon who invited us to
speak at the 2011 conference, and to Kris Layon for advice and guidance on writing a
book and who, without our knowledge, went out of his way to invite his book editor to
see us speak there. Thanks to said book editor, Michael Nolan, for showing up, liking
what he saw, and inviting us on this book-writing adventure. Thank you to the extended
team at Peachpit: Margaret Anderson, Glenn Bisignani, Cory Borman, Gretchen
Dykstra, Danielle Foster, Joy Dean Lee, Jan Seymour, and Charlene Will. You shep-
herded the book through to completion and thoughtfully made it a reality.
Thank you to Julie Allinson and eyebobs, who named a pair of eyeglasses after us (!!!)
and let us use them on the book cover.
To our early readers—Jamie Jacobsen, Margaret McInerny, and Mahtab Rezai—
whose critical feedback was helpful and whose pats on the back were appreciated. And
thank you to Tiger Beaudoin, who let us use his picture as our representative client;
lookin’ good! And much appreciation goes out to Jesse James Garrett, who allowed us
to adapt his seminal illustration for the book.
Thanks to the vibrant Minneapolis interactive community. We’re grateful to be a part of it.
It’s impossible to write a book about project management without being managed, and
really, the only person that could manage us is Lyz Nagan. Thanks to her for the gentle
(and sometimes not-so-gentle) nudges, late night emails, and all-day meetings. Not to
mention spending two days locked in a cabin with us.
iv Acknowledgements

Nancy: Do you mind if I say a personal thank you?


Meghan: Only if I can do the same.
Nancy: Of course, but you can’t thank the Vampire Diaries.
Meghan: Why not? It helped me recover from some pretty tough chapters.
Nancy: Our work often takes us away from the people we love the most, and writing this
book was no exception. With as much affection and gratitude as can be conveyed in words
on a page, I want to thank my partner, Laura, and my son, Merrick.
Meghan: Yes. And thanks to my husband, Jeremy, for his support and encouragement.
I’m grateful to have him as a husband and co-parent. Thanks also to my children, Trixie
and Theo, for putting up with mama being away so much and for snuggling me tight
whenever I’m home.
Nancy: Also, I know this might go without saying—but it shouldn’t—I want to thank you,
Meghan.
Meghan: Oh man, is this the emotional part?
Nancy: Yes, and you can’t stop me. Work can be really intense and stressful, and we
often get so busy that we use up our emotional and physical energy. But the thing
that makes people—myself included—happiest at work is having a friend there. And,
Meghan, you’re the person that makes it easy and more enjoyable for me to do my work.
Meghan: Right back at ya, sister.
Preface
In our many years in the interactive industry, we’ve witnessed more than a few projects
become train wrecks. It’s happened in large and small advertising agencies, software
companies, and digital agencies alike. Most of these wrecks could have been avoided.
In nearly every case, the problem was that nothing held the team together, which led to
clashes between stakeholders. We’ve seen the client-side project manager who was rela-
tively isolated try to manage the marketing and IT departments. Sometimes the IT depart-
ment resented the marketing team over initiatives that IT felt they should either own or
heavily influence. And other times the marketing team came to resent the IT department
because IT controlled the product’s delivery, and in doing so created a bottleneck.
We’ve seen creative professionals steamroll technologists, technologists ignore strategy,
and strategists curb creativity.
We’ve seen companies hire freelancers specifically for their interactive expertise, with-
out giving them the authority to guide the internal teams who needed help in the first
place. And over the years we’ve met many leaders who didn’t understand digital prod-
ucts or their medium-specific requirements, which left teams working in a vacuum.
And in these scenarios, no one was willing to say, “I don’t know what’s happening or
what should be happening.” Yet it’s true. And under any of these conditions—let alone
under several of these conditions—it’s difficult to get anything done well.
What was the missing link? A well-understood process and effective project management.
A good process unites clients, leaders, teams, and project managers. It gives everyone a
shared understanding, which is exactly what’s needed to stay on track. Really, this book
should be called “A Client, Leader, Team, and Project Manager’s Guide to Avoiding Train
Wrecks.” But for some reason our publisher rejected that title.

Process, and project management, save the day


Projects fail because stakeholder expectations aren’t met or promises are broken. But
this is solvable. A good process makes people work better—and together. Effective proj-
ect management means that the expectations and promises are established and realized.
A clear company-wide process means creative, strategic, and technological thinking can
come together successfully. And a standard industry-wide process means that all stake-
holders know what to expect and what to ask for.

what you’ll learn


This is a guide to understanding and launching successful interactive projects. It’s more
of a how-to-think guide than a how-to-do guide. While we’ve included useful tips and
advice throughout the book, the primary lessons are about how to approach people,
tasks, stages, and phases within a project.
vi PrefAce

The first half of the book outlines the role of the interactive project manager and our
approaches to project management. Both the role and approach focus on the people side
of things. We discuss what it takes to be an effective project manager and how to navigate
the often unpaved road from project initiation to launch. In these chapters, you’ll see the
words collaboration and communication a lot.
The second half of the book walks you through the project management methodology
we use at Clockwork Active Media, the digital agency where we work. It illustrates how
to apply the role and approaches discussed in the first half to an actual project. It estab-
lishes phases and deliverables that organize the thinking into actions.
No matter what environment you’re in—a digital agency, an advertising agency, or an
in-house marketing team—you can integrate our methodology. The tools and software
you use are almost irrelevant; the important thing is how you think about and approach
projects and people.

How we got here


Our process evolved from many aspects of our work. We looked at our successes (and
failures) on past projects, observed how work was done in a variety of environments, and
interviewed people in our own company—and at others. We pulled from existing models
of project management and drew on prevailing ideas about work, culture, and people.
We asked questions like: What do clients, technologists, and creative teams need?
What parts of projects tend to be challenging to clients and the internal team? How can
we facilitate the best possible work as efficiently as possible (for both clients and our-
selves)? Where is there value in existing methods, and where are there gaps?
Actually, we keep asking these questions to ensure that the process is still serving us well.
The ultimate goal is to create work that’s a perfect balance of quality and efficiency.

A common starting point


Before we continue, let’s make sure we’re all on the same page. (Wow. It’s kind of fun to
say that in a book. We actually are on the same page.)
We believe that a good process
■■ Serves people, doesn’t thwart them
■■ Enables creativity, doesn’t kill it
■■ Evolves constantly
■■ Is no substitute for thinking
Okay. If you’re on board, read on.
Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ix
About the authors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . x

CHAPTER 1 The Interactive Industry 1


It’s people. It’s technology. It’s everywhere.

The interactive industry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2


Evolution from software and advertising . . . . . . . . . . . . . . . . . . . . . . . .7
Manifestos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

CHAPTER 2 Interactive Project Management 101 15


A new job for a unique industry

Defining interactive project management . . . . . . . . . . . . . . . . . . . . . . 16


It’s a set of critical skills. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
It’s also a set of critical tasks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
The perfect project manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Takeaways . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26

CHAPTER 3 Emotional Intelligence 27


Technology doesn’t drive projects, people do
What is emotional intelligence? . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
The new professionalism. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Why is emotional intelligence important? . . . . . . . . . . . . . . . . . . . . . . 31
Emotional intelligence in action . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Apathy is the enemy of awesome . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Takeaways . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39

CHAPTER 4 Communication 41
Right message. Right medium. Right time.

What does good communication look like? . . . . . . . . . . . . . . . . . . . . . 42


Types of communication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Best practices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Takeaways . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
viii contents

59
Getting digital done right

Existing project management models . . . . . . . . . . . . . . . . . . . . . . . . . 60


Clockwork’s process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Why it works. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Takeaways . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68

CHAPTER 6 Project prep 69


Put all your ducks in a row

Be prepared . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Start on the right foot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Connect with the client . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Prepare the management plan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Takeaways . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82

CHAPTER 7 Project definition 83


Assess, outline, align

Define the goals and how to reach them . . . . . . . . . . . . . . . . . . . . . . . 86


Move from brief to plan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Recommend a solution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Takeaways . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106

CHAPTER 8 Project Production 107


Let the fun begin

Project management superstar! . . . . . . . . . . . . . . . . . . . . . . . . . . . 108


Front-end: Pushing pixels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
Back-end: Slinging code . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Front-end and back-end converging . . . . . . . . . . . . . . . . . . . . . . . . 131
Takeaways . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
INTERACTIVE PROJECT MANAGEMENT Ix

135
Feedback and fine-tuning

Prepare the finishing touches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136


Verify the work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
Stage: The dress rehearsal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
Takeaways . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154

C H A P T E R 10 Project Launch 155


Hello, world

Passing the client the baton . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156


The final green light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
Flipping the switch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
Takeaways . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168

C H A P T E R 11 Project Closure 169


That’s a wrap

Internal evaluation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170


Client evaluation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173
Until later. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
Takeaways . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
Well guys, that’s it. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175

176
Introduction
Interactive projects require a different approach and an industry-specific process. The
challenge is complex: Interactive projects are chaotic by nature, yet some sense of order
must be imposed. The key is a good process, and the key that is a focus on people.
From every angle, interactive projects are about people—the people who commission,
design, develop, deploy, and use the end products.
The people side of projects requires full-team collaboration and effective communication.
The project itself requires thoughtful planning and many lists outlining each and every
feature. All this, which may seem labor intensive, actually saves time and energy, and
improves quality, success rates, and team members’ and clients’ satisfaction.
Below are the mantras for tackling interactive projects. They give you a framework for
thinking about and approaching the work, so your subsequent actions will be effective.

interactive project management


■■ Project managers think, analyze, communicate, and motivate.
■■ Interactive project management is a leadership role.
■■ A good project manager plans proactively, reacts appropriately, communicates
actively, and observes vigilantly.
■■ Interactive project managers should be personable, detail oriented, naturally com-
municative, and active online.

pixels
■■ The interactive industry creates living products that are used, not consumed.
■■ Plan for change; technology is always evolving.
■■ Interactive products unite creative technology and technological creativity.
■■ The success of a product is measured by users’ experiences with it.

people
■■ Recognize and work with people’s emotions, not against them.
■■ Care about your team, your clients, and your work.
■■ Be collaborative, open, clear, and thorough.
■■ Effective communication is essential: Think about what precisely needs to be commu-
nicated and the best way to deliver that message.

process
■■ Processes enable work, they don’t obstruct it.
■■ The process isn’t just for project managers—it’s for everybody.
■■ Planning means greater freedom to find the right solution.
■■ Define what you’re doing and why: Establish parameters and requirements; state
goals and strategies.
About the authors
nancy lyons
Think strategically, act thoughtfully, be a good human.
Nancy works at the intersection of technology, community, and people. As a leader
and technologist, she creates solutions that further community and business goals by
meeting the needs of individuals. Her guiding philosophy is that a human-centered
approach to technology is the only way to get results that make a difference. Problem
solving is about empowerment: motivated people create good products. Nancy
supports clients and teams by fostering a collaborative, idea-driven culture that
nurtures creativity and brainpower.
Nancy is President/CEO of Clockwork Active Media, a leading digital agency specializing
in designing and developing business solutions for web, mobile, and other digital
environments. She speaks extensively about work culture, social media, technology,
and leadership and has been locally and nationally recognized for her role as owner
and CEO of Clockwork. Nancy serves on the National Board of Directors at The Family
Equality Council.

meghan wilker
Meghan specializes in using strategy, technology, and process to bring people and
products together. Her public speaking, writing, and outreach guides individuals and
businesses to develop smart digital products. Whether she’s managing a team or
mentoring students, she believes that technology creates endless opportunities to
make life easier and to produce meaningful connections. She empowers users to pro-
actively engage with the web by being aware, educated, and attentive and spearheads
dialogue that drives evolution within the interactive community.
Meghan is the VP, Managing Director at Clockwork Active Media, a digital agency
specializing in designing and developing business solutions for web, mobile, and
other digital environments. She’s a contributing writer at [Link], and was named
as a “Woman to Watch” by the Minneapolis/St. Paul Business Journal.
This page intentionally left blank
1
tHe InterActIVe
IndUstrY
It’s people. It’s technology.
It’s everywhere.

Despite a relatively short history, the products created by the inter-


active industry are now ubiquitous in our daily lives, from how we
obtain news to how we communicate with our loved ones to how we
work with our colleagues. Understanding this landscape is critical to
creating products that are effective for both clients and end users.

In this chapter, we’ll discuss


■ The interactive industry and its products
■ Its evolution from software development and advertising
■ Manifestos: guides for clients, leaders, and teams
2 y

T
he interactive industry is a little like advertising and a little like software,
but it’s also something altogether different. As organizations, interactive
agencies are often viewed as peers of advertising or marketing,
while their deliverables are often viewed like software. But neither of those
perspectives are entirely accurate—especially when it comes to process. Before
jumping into managing interactive projects, let’s look at what the industry is,
how it evolved, and what stakeholders should know about it.

The interactive industry


So what characterizes the interactive world as an industry? Ultimately, it’s the
unique relationship between the end product and the end user.

What does interactive mean?


Technically speaking, interactive means just that: something you can interact
with, and have an affect on. You act and the system responds, by design.

the interactive industry produces digital products that advance client


business goals through effective interactions.

What the products do, how they’re used, who uses them, and what they look
like varies widely from project to project. In fact, those are all the details that
teams determine when working on a project. It’s why we wrote a book.

Pixels
Hello, In the last 15 years, both the interactive industry and its products have evolved
Internet dramatically.
the first popular web
browser, mosaic, was While websites were certainly around in the early 1990s, they didn’t become
introduced in 1993. mainstream until the mid-’90s. In those days, interactive encompassed web-
sites, but more often it meant things like CD-ROMs (remember those?). Mainly
because, aside from animated GIFs and links, browsers and Internet connec-
tions couldn’t handle much of what we consider interactions today.
INTERACTIVE PROJECT MANAGEMENT 3

As the technology evolved and e-commerce emerged, the industry was crazed
about what could be built online—few were thinking clearly about what they
should build online. We built things that the audience wasn’t ready for, and we
overvalued them to an extreme. As an example, while it was possible to buy
and sell things online in the ’90s, most people weren’t yet comfortable with the
technology. So the number of e-commerce sites far exceeded the number of
people willing to use them.

During the bust of the early 2000s, companies folded and merged and every-
one realized that “If you build it, they will come” wasn’t a business plan. (One
could argue that recently we’ve been enduring a new, equally ridiculous “social
boom” but that’s another book.)

As the technology and we, as users, have matured and high-bandwidth con-
nections have become nearly ubiquitous, the concept of interactive has
expanded to include complex interactions on websites, mobile sites and appli-
cations, kiosks, digital installations, and more. Today, the notion of CD-ROMs
is antiquated. Who knows what interactive will encompass in 10 years?

The rush to do anything as long as it’s online should be over. Now, we need to
reflect on what we learned from the boom and bust of the last decade, and
focus on defining how we, as in industry, can deliver work that brings value to
clients and end users alike.

People
Interactive isn’t just about programmers. And it’s not just about user experi-
ence architects, interaction designers, or content strategists, either. These roles
are important, but what’s most important is that they work in concert toward
a shared goal. For too long, that point has been lost among the chest beating
of individual disciplines. That needs to change. Many people from a number of
expertise areas move a project to completion, and the interactive project man-
ager helps keep them all aligned.

Who are these people and what are their roles in the process? Let us explain.

Figure 1.1 on the following spread illustrates many possible roles on a project,
each as a separate person. Every one isn’t required for every project, and, in
some cases, you may have one person fulfilling more than one role (for exam-
ple, the designer may also be the front-end developer).
4 y

Project Roles
Project Roles
Account Strategist
She articulates the goals and strategies that govern and direct every expertise areas’ contribution
to the project. She directs the Research & Planning phase, and as the project unfolds, keeps
people and activities focused on scope and goals. Sometimes called business analyst.

Back-end Developer
She writes the code that powers the end product. She is responsible for designing and
constructing software to meet project requirements, and translates the written features into a
working artifact. Sometimes called software engineer or programmer.

Client
The person or team for whom the work is being done. Frequently, it’s an external client. If you’re
with an in-house team, it could be another department within the company or one person with
whom you work.

Content Strategist
She provides strategic guidance to ensure that content is clear, concise, and focused on business
and user goals. She informs the user experience architecture, design, and site development. And
she creates a long-term plan for content maintenance and development.

Creative Lead
He’s responsible for setting the creative vision. He’s the guiding eye for the project’s creative
elements and works closely with the designer to execute the creative vision. Sometimes called
creative director or art director.

Designer
He brings together the information architecture and creative vision into mockups that are
presented to the client. He meets often with front-end developers to discuss intended
interactions and functionality. Sometimes called interaction designer.

Front-end Developer
She is responsible for creating interfaces. She uses a variety of markup and scripting languages
to apply the design concepts and information architecture to individual screens, producing a
consistent and easy-to-use end product.

FIGURE 1.1
The numerous roles that make up a project team.
INTERACTIVE PROJECT MANAGEMENT 5

Production Lead
He oversees front-end production to ensure design and functionality come together in seamless
interfaces that utilize appropriate technology. He fosters big-picture ideation, problem solving,
and communication to achieve effective and successful user experiences.

Project Manager
This all-knowing leader manages every aspect of the project definition and delivery: tasks, roles,
and deliverables. He ensures that every factor of the project is aligned with the plan and goals and
shepherds work, leads people, and brings everything together to meet precisely in the end product.

Relationship Manager
This person or team is someone that the client talks to about the project, but who isn’t directly
involved in day-to-day work. He focuses on keeping the client feel heard and engaged. Sometimes
called account team, account director, or account manager.

System Administrator
He manages the server-side hardware and software that make the end product available to its
users (like servers and hosting). He plays a critical role leading up to and after launch day. He could
be internal, client-side, or third-party.

Tech Lead
He oversees the technological vision, thinking, and planning on a project. He is fluent in both
business and technical communication, able to translate client needs into requirements and
explain technical concepts to others.

Tester
He is responsible for verifying that features and functionality align with the requirements, plans,
and goals established throughout the project. He confirms the design, user experience
architecture, and features work according to plan.

User Experience Architect


He documents the audience’s needs and outlines the structure and organization of the end
product. He bridges design and functionality to ensure that strategic and technical considerations
result in effective user experiences. Sometimes called information architect.
6 y

THINK ABOUT: Interactions vs. calls to action


Just because something is displayed on the web, or on a screen, doesn’t mean it’s interactive.
Banner ads and emails are more advertising than interactive. While they’re constructed of
pixels, the call to action is generally a specific request. Y’know, the good old, “Click here.” The
processes in most agencies can handle the creation of those things just fine. What we’re talking
about here are digital products that users can interact with in more complex ways: websites,
applications, digital installations, and kiosks.

Process
Because the industry and its products have evolved so quickly, no single pro-
cess has become the standard. When advertising agencies began integrating
digital into their existing processes for delivering traditional media work (tele-
vision, radio, and print) one type of process formed. As technology firms wrote
code and extended software products online, a different process emerged.

But neither of those approaches is a perfect fit for the unique nature of the
interactive industry. In the coming chapters, we’ll outline a methodology that
we’ve refined over the past 15 years—one that’s been shaped by our experi-
ence developing software and web applications, leading digital agencies, col-
laborating with and working for advertising agencies, and working with diverse
teams of creative professionals and technologists.

E Hi there. I’m Nancy, President and CEO of Clockwork Active


Media. Throughout the book I’ll share ideas about leadership and
work culture as they relate to interactive projects.

E And, I’m Meghan. VP, Managing Director at Clockwork Active


Media. I’ll be sharing insights about managing and executing the
approaches we talk about.
INTERACTIVE PROJECT MANAGEMENT 7

Evolution from software and


advertising
As the interactive discipline emerged, it landed between two industries: soft-
ware and advertising. This was in part because it borrowed a little from each.
Software developers knew the technology; advertising agencies understood
creative work.

In the early 1990s, the development of interactive products was happen-


ing mostly within the software industry. This made sense: The product
relied on technology and information that few people outside of software
engineering understood.

In the late 1990s and early 2000s, advertising agencies began to get into digi-
tal media. This also made sense: Interactive deliverables were (and are) often
used for traditional marketing purposes like brand awareness, commerce, and
promotions. “Integration” became the name of the game, and to be integrated
agencies either built interactive departments from within, or partnered with
(or bought) the digital agencies that were emerging around that time as well.

But while the association with both software and advertising made sense in the
early days, it doesn’t make much sense today. The road from the ’90s to today
has been difficult for clients, agencies, and end users: broken promises, busted
budgets, cultural clashes between interactive and traditional media teams, and
that whole Flash microsite thing that went on for far too long.

The lines are blurry—as software is delivered online, and as the complexity
of websites increases, it’s hard to say what is advertising and what is software,
what’s message and what’s product.

Inside that blurry area is where interactive exists. Interactive products are
both technological and creative; they’re both software and advertising;
they’re both functional and fun.

The creation of interactive media is different from both software and advertis-
ing. It’s time to recognize that difference, and establish a new way of delivering
work, separate from those two industries. The industry is mature enough that
we can say—with confidence—what works and what doesn’t.
8 y

FACT: Animation is the opposite of interaction


Often, when people think “interactive” they think of something that moves. But animation is
the opposite of interactive; a user’s engagement with animation is passive. It’s something to
watch. That’s okay if it’s the desired effect. But if the goal is to get a user to interact, animation
may not be the best way to achieve it.

Where we are now


AlwAYs It’s an exciting time to work on interactive projects. The technology has
rememBer evolved. The audience has grown. The explosion of social media has engaged
Unless an interactive a larger number of people online than ever before. Clients understand the
product is created
value of interactive products now more than ever and are increasingly eager
thoughtfully, with
purpose, and effectively to invest in interactive solutions.
meets the needs of the
user, it’s not a solution, now it’s time, as an industry, to define what good interactive work is and
it’s just a pretty thing how projects should be produced.
on the Internet. It’s
important for all clients, We’re all in this together, so whether you’re commissioning, building, or using
agencies, and users to a website or app, it’s critical to know what characterizes the discipline. As the
understand this.
Goonies would say, “This is our time.”

Over the years and through hundreds of projects, we’ve come to some key
realizations that inform how we define, develop, and deploy interactive proj-
ects. These are just a few of the points that make interactive a little different
than the industries from which it evolved.

the truths
INTERACTIVE PRODUCTS ARE USED, NOT CONSUMED. Users don’t pas-
sively consume digital products the way they listen to a radio advertisement.
They read, click, and do things. And sometimes the thing they do isn’t at all
what you wanted or expected them to do.
INTERACTIVE PROJECT MANAGEMENT 9

SCOPE MUST BE CLEARLY AND REALISTICALLY DEFINED. Scope is the hard-


est thing to control on an interactive project, even more so than in traditional
media. Documents must outline exactly what’s being produced, why it’s being
produced, and how its success will be measured—anything short of this and
the project will suffer.

SCOPE CAN’T BE DEFINED IN A PROPOSAL. And that’s all there is to it.

■■ Clients: Stop demanding that the most critical thinking should


happen before the team has even had a chance to dig into the specifics
of your project.

■■ Agencies: Stop acting like it’s possible to deliver absolute numbers before
you’ve had a chance to do your homework.

■■ Everyone: Stop expecting the pitch to take the place of process. The biggest
wow should come from a successful deliverable. Not from the big show you
do at a pitch meeting.

EVERYONE OWNS THE PROJECT. There’s no mastermind who deserves all


the praise. Interactive projects require evenly distributed respect among team
members. This isn’t just so everyone feels good (although that’s important,
too); it’s because each area of expertise is legitimately necessary and just
as important as the other.

THINK ABOUT: Beyond the pitch


Traditionally, agencies make a big push at pitch time. Late nights and long weekends are spent
on behalf of the primary goal: to land a client. Rather, the big push should be to launch the
product. The celebration should come with the completion of the project, not the completion of
the pitch. The solution is what’s really worth high-fiving about.
10 y

the challenges
FREE IS A TEMPTING PRICE. The proliferation of free and low-cost tools is
both a blessing and a curse. While there are many ways to build products
(mostly websites) for free, it takes time, thought, and expertise to create end
products that are good and effective. These tools can create the perception
that interactive is easy, and should be cheap. But some solutions are more com-
plicated than a free service can provide, and free is never really free.

IT’S NEVER DONE. Interactive projects don’t end when the project is deliv-
ered. Products live on long after launch day and require maintenance or
updates. Technology changes, content must be updated, users give feedback,
and clients’ needs change. Unlike an advertisement, you don’t get to crank out
a fresh one each time. Often, a product will need to live—and evolve—for sev-
eral years beyond launch.

IT’S FULL OF FADS. As with other very important things (like fashion and reality
television) the interactive industry is full of fads. People get really excited by new
innovations that seem cool. They fall in love with trends. This presents a challenge
when the latest thing really isn’t the best way to achieve the client’s goals.

THERE’S A KNOWLEDGE GAP. There are a lot of client-side stakeholders on


nearly every project. They’re experts in their business but don’t always under-
stand the interactive industry or what’s being built. Clients need products to
solve business problems, but part of the problem is that they don’t always
know what’s possible or effective. This gap in knowledge presents a challenge,
but not an insurmountable one (read on).

THINK ABOUT: Internet vs. web


Often, people use the words web and Internet interchangeably. But this is an inaccurate
characterization. The Internet is a giant network of interconnected networks. So basically it’s
a bunch of computers that talk to each other. The web is how we access information stored on
these networks or computers—generally via a browser—but now we’re seeing more and more
of it via mobile interface. This distinction, and precise language in general, is important in
interactive work.
INTERACTIVE PROJECT MANAGEMENT 11

Manifestos
The three primary participants in the process of creating interactive work are
leadership, clients, and team members.

LEADERSHIP represents the executives and decision makers within advertis-


ing or digital agencies. They’re not the specialists, but they’re making decisions
that directly affect the team that produces interactive products.

CLIENTS are the people who commission the work. Clients can be from an out-
side company that hires an agency or from another department. In either case,
they’re the people who need the work done.

TEAM MEMBERS are the interactive specialists: designers, developers, writers,


and other pixel-pushers. They may work inside an agency or be a department
inside a company.

The collective goal of these three groups is shared—to create a successful end
product—but what they need, have a right to, and look for going into a proj-
ect differs.

Dear leadership
KNOW AND VALUE INTERACTIVE. Interactive work is very different from tra- don’t dIctAte,
ditional media production. It requires a different skill set, a different approach, collABorAte

and different ways to measure success. Once you embrace this and adapt to the Yes, developers know
technology. But they
specific requirements of interactive projects, your products will be much better.
also know how to use
HIRE WELL. Because interactive is by rule collaborative, you need to hire peo- technology creatively,
and they’re rarely given
ple who subscribe wholly to that premise. One expert can’t value his expertise the credit they deserve
over any other. Don’t let someone who has granular and intimate knowledge of for being creative
technology be condescending to other team members. On the flip side, don’t thinkers. don’t wait until
the end to involve them;
let a creative director shove the noncreative types around. Avoiding those
your project is better
behaviors starts with who you hire and what you tolerate as a culture. when programmers and
creative professionals
A LONE DEVELOPER ISN’T AN INTERACTIVE DEPARTMENT. Interactive proj- collaborate.
ects necessitate a group of people who all come to the project from different
perspectives. Throwing a design over the wall for production doesn’t work. Con-
tributions from a designer, a user experience architect, a front-end developer,
and testers are all required to make a completely thought-through product.
12 y

USERS DON’T WANT AN EXPERIENCE. THEY WANT TO DO SOMETHING.


Any content or design that gets in the user’s way is a waste of the client’s
money. To meet users’ needs and bring them closer to the information or
products they’re looking for, you have to spend time understanding them.

Dear clients
ASK HOW AGENCIES GET WORK DONE. When you’re considering which
agency to hire for your next project, ask how they get work done. They should
have an answer, and they should be able to explain it in a way that you under-
stand. If they don’t, move on. Quickly.

KNOW WHAT YOU’RE GETTING. No matter your level of technical knowl-


edge, you have every right to understand the deliverables you’re getting from
an agency. Understand is the operative word. If you don’t understand, ask
questions. Get answers.

MEASURE RESULTS. In the past, brand awareness was a reasonable goal for an
ad campaign, but now, the ways in which products are used and their effective-
ness can be more precisely measured. Require this of your team.

BE PREPARED TO PARTICIPATE. The team developing your work—whether


in-house or an external agency—needs your knowledge and expertise. Don’t
expect—or tolerate—an interactive team that disappears for a few months and
comes back with something you need. Expect to give lots of input along the way.

Dear team members


BE INVOLVED. Be actively engaged throughout every stage of a project. You
have the right to know why certain decisions are made and how the project
evolves. This puts you in the best position to act appropriately and in the best
interest of the client and the end product.

LEARN HOW TO TALK ABOUT WHAT YOU DO. Every role within a project
is a specialty, which means that others may not know exactly what you do or
how you do it. Figure out how to communicate what you do and what you
need to clients and other team members clearly, effectively, and without
condescension.
INTERACTIVE PROJECT MANAGEMENT 13

TIP: encourage clients


At times, clients may assume they won’t understand the technology or the intricate details of a
project. They may be intimidated by the process or by their lack of knowledge (whether real or
perceived). This isn’t good for you, them, or the project. Help get them to a point where they feel
comfortable with all the information. They’re sabotaging themselves from the get-go by think-
ing that it’s over their head. It’s your job to change their minds.

TREAT THE CLIENT’S MONEY LIKE YOUR OWN. When you’re working on a
project, the client is on your team. Put yourself in the client’s shoes and act as if
the client’s values, vision, and money are your own. Make products that exceed
your personal standards and build the product as if it’s yours. Make decisions
and spend time as if you’re paying for it.

DON’T SETTLE FOR AN INEFFECTIVE PROCESS. If the process by which your


team completes work needs improvement, do what you can to make a change.
Ineffective processes compromise clients’ happiness and bottom lines; that’s
something everyone understands—and wants to prevent. Bring it up with your
team and talk about how to make improvements. Never settle.

What’s coming up
In the chapters that follow, we’ll explore interactive project management as a
job and a discipline, and we’ll outline a process that will adapt to any interac-
tive project. Whether you’re a client, a current (or aspiring) interactive project
manager, a member of an interactive team, or an agency executive, you’ll see the
thinking that guides and shapes the delivery of a successful interactive product.

Bringing all the components together—clients, goals, users, features, technol-


ogy, and creativity—requires precision, rigor, and flexibility.

Once you figure out how to unite these disparate elements (hint: keep read-
ing), interactive projects—and the resulting products—will be more effective.
This page intentionally left blank
2
InterActIVe
ProJect
mAnAgement 101
A new job for a unique
industry

We’re all familiar with the term project management and can prob-
ably give a rough definition of the discipline. But what it looks like
in action—and what it should be in the interactive industry—is not
well understood. Yet.

In this chapter, we’ll discuss


■ How we define interactive project management
■ Required skills for managing real-world interactive projects
■ Critical tasks that drive action
■ The qualities of a good project manager
16 cHAPter 2 : InterActIVe ProJect mAnAgement 101

O
n interactive projects the project manager is the epicenter of activity.
She is the all-knowing, all-seeing eye. She anticipates the needs of the
team members and solves their problems before they can blink. She
is a stealthy ninja, ready to strike with precision at a moment’s notice, rapidly
refocusing as she fights off the attacking gang of risks and roadblocks.

Defining interactive project


management
If you seek out project management resources, you’re likely to come across
lengthy tomes like the Project Management Body of Knowledge (PMBOK), PMP
certification, and holy wars over software development methods like waterfall
versus agile (and can we please agree that scrum is just a terrible word?). It’s
not that those things are wrong. It’s just that in some ways they’re too much,
and in others they’re not enough.

Interactive, as a discipline, has emerged and evolved so quickly that industry-


specific standards around how to manage projects haven’t yet been established.

What is it?
mAnAgIng The discipline of interactive project management aligns a complex assortment
Isn't of factors to create effective end products that must evolve to remain effective.
done poorly, project It requires special attention to
management looks a lot
like email shuffling and ■■ Numerous expertise areas working on the same thing at the same time
calendar making.
■■ Clients who have varying degrees of knowledge about, and interest in,
technology

■■ Technology that changes daily

■■ Business objectives and project goals that must be accounted for at


every step

■■ End users who are an amorphous group of stakeholders with a variety


of needs
INTERACTIVE PROJECT MANAGEMENT 17

Picture an orchestra (Figure 2.1)—a group of people performing independent


tasks, in concert, under the direction of a conductor. It’s just like that on an inter-
active project. The project manager is the conductor; the diverse team members
are the musicians; technology and tools are the instruments; the audience mem-
bers are the end users; the project goals are the symphony itself.

FIGURE 2.1
The project manager is
the center of a project.
She directs disparate
people and activities
and brings them
together to produce a
successful, synchronized
end product.

On the surface, this all sounds relatively straightforward, but there’s intricacy in
the underlying components and how they interact. Effective interactive project
management requires juggling these complex factors.

THINK ABOUT: Job titles vs. project roles


The role that people have on a project may differ from the title on their business card. This book
focuses on project roles. Team members might have multiple roles on a project (perhaps the
creative lead is also the designer, or one person is doing both front-end and back-end develop-
ment). The only hard-and-fast rule is this: the project manager must not take on any other proj-
ect role. Why? Because to manage the project properly requires maintaining an overall view of
the project at all times. The project manager must always be managing.
18 cHAPter 2 : InterActIVe ProJect mAnAgement 101

Where is it?
Interactive project management happens in a variety of places and is executed
by an equally diverse group of people. The typical scenario that we reference
throughout this book is a full-scale interactive agency with a complete team
of interactive professionals including the project manager, strategists, coders,
designers, front-end developers, and testers.

This isn’t always the case. Creative agencies might have an interactive group
(or individual). And technology or noncreative firms may have an interactive
department (or individual) working on in-house projects.

The project manager might work exclusively within an interactive group or


might have broader responsibilities. Someone who has a different primary role,
such as designer or director, might take on project management responsibili-
ties to drive a project through. Where there is a separation between client and
agency, there is often a project manager responsible for each “side.”

Within any of these environments and no matter who is playing the role of
project manager, effective project management is possible. The principles
in this book are not only for a full team or people with “Project Manager”
on their business cards. They’re for everyone to understand how to get
projects done.

E The role of interactive project manager is vital to any company


that delivers digital work; it’s not a low- or mid-level position. This
needs to be established from the top down. It has to be built into
the company culture. Acknowledging the project manager’s voice,
recognizing her role as one of leadership, and valuing her as much
as creative professionals and developers are valued must be institu-
tionalized and practiced by everyone from the top of the organiza-
tion down.
INTERACTIVE PROJECT MANAGEMENT 19

It’s a set of critical skills


Interactive project management is a constant mix of hard and soft skills, macro
and micro assessing, thinking and acting, being proactive and reactive.

THINKING. Many people see the other project contributors—developers,


designers, writers—as the brains and the project manager as a conduit of infor-
mation. Not the case. Seeing an interactive project through requires constant
and critical thinking. The project manager receives, processes, aggregates, and
makes sense of tons of pieces of information at every step. Thinking is the
heartbeat of the job.

ANALYZING. Constant analysis of a project is mandatory. Even with a rock


solid team and a stellar process in place, a project requires thoughtful atten-
tion. Assessing all the parts, getting to the bottom of problems, and seeing
through what appears to be happening to what is actually happening are just
a few of the ways analysis comes into play.

COMMUNICATING. A project manager spends most, if not all, of her day


communicating: emails, phone calls, conversations, instant messages. Plus, there’s
a lot of nonverbal communication: facial expressions, moods, body language.
A project manager has to be aware of what’s being communicated—explicitly
and implicitly—all the time. She has to make sense of all the information and
deliver it in universal and productive ways. That means constantly listening, trans-
lating, and re-communicating information to team members and clients.

MOTIVATING. Project managers spend a good part of every day ensuring that
things are moving along. And not just moving, but moving in the right direction:
aligning people toward a common goal, adjusting when things are veering off
course, and making sure people are going at the right pace. This all requires
motivation. This will mean different things to different people, but having an
arsenal of motivational techniques is important. And using them wisely and
appropriately is a must.

A good project manager can do the job with nothing more than a
pencil and a piece of paper. Her real tools are her thinking, analyz-
ing, communicating, and motivating. E
20 cHAPter 2 : InterActIVe ProJect mAnAgement 101

It’s also a set of critical tasks


All the skills listed are important, but they’re no good without action.

Planning proactively: Forecasting the route,


resources, and realities
mAnAgIng This is one of the most critical project management responsibilities. Forecast-
Isn't ing provides a general idea of what’s going to happen and when, so the team
Project management doesn’t lose time trying to figure out what happens next.
isn’t limited to making
calendars and assigning The project manager needs to see where things are going before getting there,
tasks. If you don’t think and stay about three steps ahead of everyone else. Along all points of a proj-
appropriately about
tasks, you end up with a ect, the project manager is looking at the 3-day, 10-day and end-date outlook.
meaningless collection And keeping a full 360-degree view on things.
of dates, resources, and
tasks. the real work lies Managing a project starts with outlining how it will actually happen. At Clock-
in managing all the stuff work, we view our process like a skeleton: a framework on which the body
that inevitably happens
of each project rests. The bones don’t dictate precisely what the body will
to jeopardize the details
you’ve outlined and look like—but they do ensure that it is built upon a solid core. What the
planned. project manager has to figure out is the exact body of each project, asking
themselves: How can we best bring this project to life? What are the specific
details that will get the project moving in the right direction and lead it to the
desirable outcome?

Asking questions—and making a plan—isn’t something the project manager


does once. It’s something to be done every day, because nothing ever goes
according to the original plan.

Reacting appropriately: Problem solving


and adjusting
Proactive planning provides a general idea of what might happen and what
may derail the project, but, inevitably, other things will impact the project
along the way.

It’s critical to know how to react appropriately and make necessary adjust-
ments when unexpected things happen. And unexpected things always will
INTERACTIVE PROJECT MANAGEMENT 21

happen—it’s the nature of the beast. No one else on the team has her head
around the entire project like the project manager.

The two most common elements that the project manager will react to are prob-
lems (something went wrong!) and new developments (something changed!).

Problems
Sometimes they’re easy to spot, but sometimes problems are subtle and
tricky to see. To anticipate problems, think about

■■ Who might be able to identify problems, both in-house and client-side

■■ What questions to ask to isolate potential problems

When a problem arises, think about

■■ Whether this problem is part of a larger pattern or a one-off issue.


If it’s a recurring problem, what is the source?

■■ What part of the problem, if any, needs to be communicated to the client

■■ What needs to be done to keep work moving forward

new developments
Developments occur as a project unfolds. These could involve new technology,
new resources, or new requirements. While these are positive, they can still
have a negative impact on the scope or timing of the project and need to be
managed accordingly. Think about

■■ What parts of the project a singular development affects

■■ Whether it requires additional face-to-face discussions

■■ Whether it should be communicated to the client and, if so, when and how

There are some things that project managers, no matter how awesome they
are, can’t be expected to see before they happen. This doesn’t mean they’re
bad or that the team failed. It is impossible to identify

■■ Whether new technology that is better suited to the project will be developed

■■ Every software option

■■ What a client will change her mind about (this will definitely happen)
22 cHAPter 2 : InterActIVe ProJect mAnAgement 101

Communicating actively: Connecting


the dots to avoid pitfalls
With any interactive project, many things are happening simultaneously. That’s
how it should be. But sometimes two groups, or two people, or two problems
should be connected. An effective project manager will spot gaps in communi-
cation or expectations, and she’ll know when to connect people to information
and resources that will support her needs.

gaps
A breakdown in communication or in the information chain can be crippling.
Perhaps a whole menu item was dropped from the site due to software con-
straints, but no one told the designer. Or a required piece of content was
forgotten during the initial project outline and now no one knows who’s going
to be writing, shooting, and editing the 10-minute video for the homepage. It
happens. Think about

■■ The source of or reason for the gap, and whether it affects anything else

■■ Whether everyone knows what happened, not just those immediately affected

■■ Whether the project documentation has been amended to reflect the change

People
mAnAgIng Not everyone will see the big picture. Sometimes people are so focused on
Isn't trying to find a solution that they forget someone else solved a similar prob-
sending an email that lem on a different project. Or sometimes two people are running into related
reads, “see below” isn’t
problems, but are unaware of their parallel problems. Think about
going to bring people and
solutions together. Be ■■ Who has the knowledge and resources to solve the problem in the best way
explicit and give people
the information they ■■ Who’s working on a task that directly affects other member of the team
need up front.
■■ Whether any other teams within the organization have solved a similar
problem, or launched a similar project
INTERACTIVE PROJECT MANAGEMENT 23

Observing vigilantly: Being the eyes and


ears for the team
Once the project kicks off, it needs full-attention and watchfulness. This means mAnAgIng
being aware of what’s happening in every facet of the project. Isn't
keeping an eye on things
It also means pushing people—and the project. Not everyone will do every- can look (and feel) like
thing right on the first try. And not everything will be up to standards after the babysitting if done
first round. That’s okay. But it’s the project manager’s job to see this and ensure poorly. there will be
people who need more
everything gets up to par. Think about follow-up than others.
to avoid pandering to a
■■ Whether technology is being leveraged to the best end bad habit, talk with the
person about other ways
■■ Whether everyone is working to the best of their ability that she can accomplish
her tasks.
■■ Whether the project needs to move in another direction to better fit the goals

Bottom line: If you’re not doing each and every one of these things every
day, then you’re not project managing.

A successful project requires management in two directions:


outward and inward.

Leadership looks outward: they build business, set the emotional


E
energy of the organization, and establish expectations with clients
and vendors. The project manager follows through on the promises
being made out in the world—to the company’s clients, to employ-
ees, and to anyone else.

See why project managers are kind of a big deal?!

YEAH, BUT…What if I don’t have any control over the outward energy
of the company?

GLAD YOU ASKED…Everyone represents their company at all times. All


of your ‘real life’ behavior is actually a reflection of your company in some
small way. Moreover, a project manager certainly has a lot of influence
on energy levels, even if just within the team. But if the energy or tone that
you’re setting is drastically different than how things are typically done,
have a meeting to set the tone and let the team know what to expect—and
what you’re going to expect from them.
24 cHAPter 2 : InterActIVe ProJect mAnAgement 101

The perfect project manager


Remember our orchestra metaphor? The project manager is like a conductor.
She keeps the disparate groups working together so that the collective group
completes the project simultaneously and successfully.

This central role requires a very particular kind of person, with distinct qualities.

Personable
The best project manager is likable. That might sound funny, but this is a job
that’s all about working with people. And people want to work with those they
like and feel good about. It’s a simple—but important—quality. If the team
enjoys being around the project manager, trusts her, and has confidence in her,
they’ll do better work. And being able to connect and interact with her team
makes it easier to communicate, collaborate, and motivate.

MEET THE TEAM: reacting to different types of people


Every team has archetypal characters. Ultimately, you need these strong personality types to
act productively and collaboratively within the team. Reacting to them intelligently makes all
the difference. Here are two typical colleagues you’ll likely encounter. You’ll meet others in the
following two chapters.

THE COMPLAINER. He always gets the job done, but likes to complain about every little thing along
the way. While complaints are sometimes valid, this person simply enjoys the act of complaining.

The best response is to just listen. After complaining, he will likely move on and get everything
done. But, remember to truly listen—sometimes among the litany of his complaints will lie a
real issue. Don’t let it pass you by.

THE HERO. This person is really good at a lot of things and has a tendency to swoop in, save the
day, and fix all the problems that arise. This isn’t always a good thing.

Watch carefully—the Hero goes into fix-it mode when he senses a vacuum or gap. If he jumps
into a task that isn’t his responsibility, question his reasons and make sure that it’s the best
thing for the project to have him doing it. If so, communicate what he’s doing to the team so
everyone knows. If not, encourage him to hand off the work to the right team member.
INTERACTIVE PROJECT MANAGEMENT 25

On the flip side, she has to enjoy interacting with and figuring out people. She
doesn’t have to be an extrovert, but she has to find people and their individual
qualities interesting.

Determining what makes one person one way and another a different way is
critical in motivating everyone to work well together. A project manager has
to want to work with each person, not around them.

Imagine that people are like padlocks, and the right combination will unlock
their potential. Of course, you can always open a padlock with a hammer. But
that only works once—if you want to use that padlock again you’re better
off cracking the code. People work the same way—you can only hammer on
them for so long before it stops working. The project manager will have better,
longer-lasting results if she takes the time to figure people out.

Once that’s done, a project manager has to figure out how to combine all the
people and their personalities to the best effect. And then she has to tailor her
own behavior to each.

Detail oriented
Project managers have to be the type of individuals that see, remember, and
address the details. They’re the people that capture everything and don’t let
anything fall through the cracks. The mind of the project manager must naturally
be drawn to reviewing things, double-checking info, and trapping little details.

How individual project managers go about collecting and acting on all the
details will, of course, be their own. But they have to be someone that has an
inclination to do so.

Naturally communicative
A good project manager is someone who intuitively knows how to say some-
thing so that people get it. And how to tell if they didn’t get it, so she can re-
state it in a different, more understandable way.

Communicating isn’t just what she says, it’s also how she listens. If she absorbs
information incorrectly and leads your team down the wrong path, she’ll lose
their respect. She must be comfortable asking questions and getting to the
26 cHAPter 2 : InterActIVe ProJect mAnAgement 101

bottom of things, and be able to spot when someone may not be communicat-
ing effectively with her.

Actively online
It’s crucial that interactive project managers are curious about technology and
actively participate in it all the time. This means more than being on Facebook
(though that’s a start). It means reading about technology, learning about
what’s happening and what’s being talked about in the industry, and tinkering
with tech tools, like creating a new website for a friend or learning coding lan-
guages on the side.

The important point is to engage with technology. Because technology devel-


ops and changes so quickly and is so interconnected, no one in this industry
can afford to learn only on the job.

Why does the project manager have to know this when she’s not actually doing
any of the technical things? Because she has to know how to ask questions,
understand the big picture, and facilitate solutions with people that are dealing
with technology. She doesn’t have to be a programmer, but she must understand
what programmers do. The same goes for design, front-end development, and
quality assurance.

Takeaways
There you go. There’s a lot to know about interactive project management and
the people who do it. You can now consider yourself up to speed on

■■ The importance of the project manager’s job and the crucial role that proj-
ect managers play in the interactive project process.

■■ What project management entails: thinking, analyzing, communicating,


and motivating. Rinse and repeat.

■■ The qualities needed to excel at and enjoy the job: being good with
people, details, and communication, and a habit of living your life online,
at least a lot of the time.
3
emotIonAl
IntellIgence
Technology doesn’t drive
projects, people do

If you want to do good work, you have to be able to motivate the


people doing the work. The web is about people: they make it and
they use it. Learning to work with the emotions that drive all people
is key to a successful project.

In this chapter, we’ll discuss


■ What emotional intelligence is
■ How to merge emotions and the workplace in a new professionalism
■ Why emotional intelligence is important
■ What emotional intelligence looks like in action
■ Why caring is the bottom line
28 cHAPter 3 : emotIonAl IntellIgence

E
motions affect everything people do: every exchange, every
conversation, every task—even in business. Think about it. The stock
market rises and falls based on how investors feel about the market’s
stability; the consumer confidence index fluctuates based on the way people
feel about the economy. These metrics that we think of as business are driven
by feelings—some rational and fact-based and some not. Sometimes hard
numbers say one thing, but a pervasive mood can override logic.

Because emotions drive actions, project managers have to figure out how to
work with these emotions, not ignore them. It won’t do much good to focus
on a person’s action without looking at the emotions that led him to do it.
Emotions are not liabilities; they’re assets. They mean we get excited, remain
dedicated and loyal, and have creative ideas. But to effectively leverage these
assets, we have to understand and manage them.

It used to be that a lot of the things that make us human—like feelings and
personalities—were left at the door when we came to work. Well, they weren’t
actually left at the door, but they weren’t acknowledged. We—the collective
we—were focused on “professionalism.” This meant not talking about our per-
sonal lives, not expressing our moods, and avoiding discussions about feelings
or conflicts. (And many organizations still operate this way.) But here’s the
truth: Personal issues do affect work. Acknowledging that and reacting
with basic human understanding goes a long way in making the whole
team more productive. That’s the new professionalism.

E Let’s get this out of the way: this isn’t a “girl thing,” it’s a human
thing. Both men and women show emotions at work. And emo-
tional reactions don’t always take the form of over-the-top drama-
tic behavior—in fact, that’s not something to put up with. We’re
talking about normal, sometimes subtle, but still evident moments
of being human. Mentally checking out, pacing, shouting, crying,
leaving abruptly—these are all ways that people display emotions.

And being understanding doesn’t mean being touchy-feely. The


solution isn’t a group hug. It’s listening and guiding someone to the
solution he needs. It’s thinking about team members as humans.
INTERACTIVE PROJECT MANAGEMENT 29

What is emotional intelligence?


Emotional intelligence is the ability to manage and connect with people appro-
priately and effectively. It means being aware of—and managing—your own
emotions, observing and responding to other people’s emotional signals, and
recognizing how to adjust to keep the energy focused and the project moving
toward the goals at hand.

People with emotional intelligence

■■ Understand what others are feeling

■■ Are attuned to what’s happening around them

■■ Connect with other people

■■ Recognize the nuances of language and nonverbal cues

■■ Facilitate and create productive energy

■■ Instill trust in the team

■■ Know how to work with their own strengths and weaknesses and those
of others

Emotional intelligence can help make your exchanges with others healthy and
productive, and foster healthy and productive exchanges among your entire team.
It requires that you

■■ Notice how your own feelings affect you

■■ Leave your ego at the door

■■ Understand your place within an exchange

It results in

■■ Motivated people

■■ Strong relationships

■■ A better project
30 cHAPter 3 : emotIonAl IntellIgence

We all learned this stuff in kindergarten. Over time, we’ve just been trained to
shut it off. We’re here to reverse that. Let’s not work so hard at avoiding and
suppressing the emotions that will inevitably arise. Instead, let’s work hard at
managing them. Because happy people do good work.

The new professionalism


Business is about relationships. It always has been and always will be. And you
don’t want to do business with someone who makes you feel bad. Think about
how you feel when you walk into a store and the employee looks irritated that
you’re there. Even if the store is selling exactly what you need, you might not
buy it because you didn’t feel good about the experience. Or, if you do buy
it, you likely won’t go back there again. Now imagine how important it is that
people feel good about someone they’re collaborating with over the duration
of a three-, six- or twelve-month project. It’s a big deal.

GET ALONG WITH OTHERS. What are we to do with all this human stuff?
React like a human! Listen, watch, talk, ask questions, and observe. Sounds
pretty basic, doesn’t it? It is. It’s like almost every relationship we conduct
outside work.

CONNECT WITH PEOPLE ON A PERSONAL LEVEL. This doesn’t mean getting


personal per se. It means talking to them like they’re people. It’s asking them if
they understand, or reading their faces to see that they clearly don’t. It’s mak-
ing sure that people have what they need to get their work done. It’s asking
how you can help when you can tell they need support.

TREAT ADULTS LIKE ADULTS. As a leader, this means not making ridiculous
rules that make people feel like they’re in grade school. And not requiring
people to do superfluous tasks just to prove they’re paying attention. Assume
that your colleagues are adults and then treat them as such. In the end, if
they’re doing good work and getting it done on time, does it really matter if
they came in at 9:00 a.m. or 9:34 a.m.? Probably not.

FOSTER A SUPPORTIVE ENVIRONMENT. Clients and colleagues will all have


questions, concerns, ideas, and problems. Every person on a team is respon-
sible for creating an environment in which others feel comfortable expressing
all of these. Not just the good stuff.
INTERACTIVE PROJECT MANAGEMENT 31

MEET THE TEAM: reacting to different types of people


Here are a few more archetypal characters that you’ll find on your team; others can be found
in Chapter 2, “Interactive Project Management 101” and Chapter 4, “Communication.” They’re
strong personality types that, ultimately, need to work collaboratively within the team to keep
things moving along. Reacting to them intelligently makes all the difference.

THE TIME BOMB. They have limits, and when those limits are reached, there’s a big reaction—
as in, a slow buildup that leads to a meltdown.

Learn to read the cues. All time bombs will give cues, but they’re subtle.

THE WILD CARD. They’re unpredictable. If they have ten tasks to do, they’ll do eight with spot-
on precision and the other two completely off base. And you’ll never know which two these will
be. The danger is pretty clear: Something could go wrong, and it’s hard to know what it will be.

Keep a close eye on their daily statuses and have frequent check-in conversations; there’ll prob-
ably be cues for you to read.

THE LONER. This person wants to do everything alone. That’s not to say he’s hard to work
with, he’s just not a natural group person. Some loners just don’t think well “in public.” They
need to be alone to process their thoughts.

Respect that, but don’t let them do too much on their own or they risk getting out of sync with
the rest of the group.

Why is emotional intelligence


important?
There’s a laundry list of reasons why emotional intelligence is valuable and
important within the workplace, but here’s the big one: It will—without a
doubt—lead to a better project.

It’s the people within any process that make it successful. Happy people do
good work, remember? As Daniel Pink explains in his book Drive: The Surpris-
ing Truth About What Motivates Us—people are motivated by autonomy,
32 cHAPter 3 : emotIonAl IntellIgence

Emotional intelligence in action


There can be a tricky dynamic between those who are in the interactive industry
and those who aren’t. To make it all work, the interactive team must accomplish
two broad tasks when it comes to connecting with clients: Earn trust and man-
age expectations. Sometimes clients need a one-on-one chat about the project’s
progress; sometimes they need data and evidence of how things are going.

Similarly, when it comes to an internal team, two goals are front and center:
managing and motivating people. That’s the only way a project will get done
well. Yep, it always comes back to the people. It always comes back to emo-
tional itelligence. What does this look like in action?

Don’t get defensive: Understand what


others are feeling
Think about the situation from the other person’s perspective.

WITH CLIENTS. Often clients want something for a ridiculously cheap price,
or ask why it takes so much time to build something. Maybe they really don’t
know or maybe they’re just being human (don’t we all want to have our cake
and eat it too?). Either way, they won’t hear the answer if your team responds
aggressively. Listen to them to determine the exact things that they are

1 Daniel Pink, Drive: The Surprising Truth About What Motivates Us (Riverhead Trade, 2009).
INTERACTIVE PROJECT MANAGEMENT 33

confused or alarmed by. Then respond and explain, neutrally. This will make
things clearer for them and for you (you’ll start to learn more about their con-
cerns). And more open dialogue leads, inevitably, to more trust.

WITH INTERNAL TEAMS. No one responds well to defensiveness. It leads


to finger pointing, blame, and divisiveness. Assess what they’re thinking and
feeling. Don’t respond with something like, “Well, you didn’t do…” By putting
yourself in their shoes (look, there’s your ego walking out the door) you can
better address their issue.

Manage meetings: Be sensitive to what’s


happening around you
Talk about a PR problem! People hate meetings so much that some companies cHoose
have tried to ban them. Meetings aren’t the problem: the people running them wIselY

are. Meetings are important events. They’re where people come face-to-face, who should go to
meetings—and who
where many decisions get made, and where details are explained. But for all of
shouldn’t—is a gray area.
that to happen a person has to effectively manage the meeting. As a project knowing the answer to
manager, actively manage meetings—the people, the topics, and the energy. this question, for each
As team members and clients, don’t tolerate sloppy meetings. Problem solved. meeting, is the mark
of an excellent project
WITH CLIENTS. Some meetings require a very specific feel and finesse— manager. the only way
to get good at this is to
maybe the client needs high energy or maybe they need to talk to the devel-
practice. observe what
oper about all the technology details. Every client will need a unique set of happens with different
people and perspectives to feel comfortable with the team. Doing this cor- people in the room, and
rectly shows that you’re considering what the client needs and executing the how they react to the
way you manage the
project responsibly. agenda.

Never send only one person to a meeting. No one person will ever get along
with everyone. More than one person—when it’s the right people—will increase
the opportunity for connection with the client. Moreover, multiple people mean
multiple perspectives on the client, their needs, and their personalities.

That being said, not everyone needs to go to meetings! Too many people in a
room can make things uncomfortable. If a team member isn’t going to resonate
with the client, it will be noticed. If no one understands why a person is there, it
will be obvious. And that isn’t good for the relationship, or the vibe in the room.
34 cHAPter 3 : emotIonAl IntellIgence

WITH INTERNAL TEAMS. Don’t waste people’s time. Find the balance
between keeping everyone in the loop and not making them attend meetings
that pull them away from their work unnecessarily.

Set the tone for the team. The whole team is responsible for being excited
about every project. Even in the midst of problems and setbacks—which are
inevitable—set a productive tone. It might be “down to business” or “Go,
team!” (skip the pom-poms). Pay attention to the communication and energy
you’re getting from your team. They’ll tell you—in words or actions—what’s
needed to keep the project on track.

Establish expectations: Facilitate and create


productive energy
Establishing expectations provides a sense of calm because people have an idea
of what’s going to happen, how it’s going to happen, and who’s doing what.

WITH CLIENTS. Every relationship benefits from clear expectations, even


ones with clients. Or perhaps, especially ones with clients. This should start
early, like in the pitch. Tell them exactly what they can and cannot expect from
your internal team.

Be proactive and frame the discussion so that clients understand exactly what
the expectations are (“Yes, we really do need a weekly status meeting” or “No,
you can’t email us 14 times a day and expect an immediate response to each
one”). Also make the intentions behind the expectations clear (efficiency, cost-
effectiveness, sanity); it builds trust with clients. Earn trust and manage expecta-
tions all at once? Perfect.

WITH INTERNAL TEAMS. Establishing what is expected of your team keeps


everyone feeling like they’re in control of their own work. When it comes
down to it, most people want to know what they’re supposed to do, when
they’re supposed to do it, and who’s doing the other stuff. It’s hard for anyone
to feel like they’ve got a handle on things if unexpected tasks or deadlines are
constantly thrown at them. Sure, this happens occasionally, that’s life. But letting
your internal team know as much as possible empowers (and motivates) them
to invest in their roles and responsibilities.
INTERACTIVE PROJECT MANAGEMENT 35

Be trustworthy: Share your values and keep


your promises
Understanding your company’s values is key to connecting with clients and
your internal team. If they trust that you know this, and you follow through
with it, they’ll feel that much better about your relationship.

WITH CLIENTS. As you get to know clients and their businesses, they get to
know you, too. During this process you have the opportunity to make promises
and share the values that guide the team’s work. Once this is done, you have to
follow through.

At Clockwork, we commit to managing projects that are delivered on time


and on budget. And we do. This sometimes means having tough conversations
that emphasize realistic expectations about budget and schedules and discus-
sions about expanding these when it’s necessary. But, we have a responsibility
to have those conversations because they allow us to keep our promises. And
with every promise we keep we add to the trusting relationship we’ve built
with the client.

WITH INTERNAL TEAMS. Companies and leaders not only make promises to
clients, they also make promises to staff. And vice versa. On the individual or
company level, be who and what you say you are. Walk the walk. Everything
works better when people trust the people they’re working with, whether
you’re the boss or not.

Acknowledge expertise: Know how to work


with people’s strengths and weaknesses
Recognizing and leveraging everyone’s skills and knowledge will get the best
work from people, which will lead to the best project.

WITH CLIENTS. Acknowledge the smarts, the vision, and the know-how that
clients bring to the project. They may not know software or technology (or
they might), but they know their business. That’s what they bring to your col-
laborative table. And that’s a pretty big thing.
36 cHAPter 3 : emotIonAl IntellIgence

By empowering them to own their expertise, you’re showing them the collab-
orative nature of interactive projects. Our job is to realize clients’ visions. It’s
to translate their business and their objectives into digital media. It isn’t to tell
them what to do.

E Many clients feel disempowered when it comes to interactive


projects and say things like, “Well, you guys know best!” Remind
them that their knowledge of their industry and their business is
invaluable and their participation is critical.

WITH INTERNAL TEAMS. Every person on the team is important. Period. The
project will get done only if everyone participates. Emphasizing this within the
internal team will give individuals a sense of mastery and ownership over their
roles and tasks. While a designer might have feedback or insight for a devel-
oper, ultimately it should be the developer’s responsibility to make develop-
ment decisions. And vice versa. Encourage this behavior in your team.

Read a room: Recognize the nuances of


language and nonverbal cues
People say things a million different ways. And only one tenth of the ways
include direct, precise language. We’re human, what do you expect?

WITH CLIENTS. The constant goal with clients is to minimize—if not elimi-
nate—miscommunication. Most people don’t raise their hand and say, “I don’t
understand what you’re saying.” It would be awesome if they did. Instead, they
usually do something like furrow their eyebrows, or look at their colleagues to
see if they seem to get it, or say, “Hmmm,” or stop paying attention altogether.
Everyone on your internal team needs to pay attention to these subtle cues.
They signal that what you think is happening may not actually be happening.
INTERACTIVE PROJECT MANAGEMENT 37

It’s important to gauge if the clients seem happy and comfortable with your Ask, don’t
team, or if there’s some underlying dissatisfaction with how the project is turn- AssUme

ing out. Sometimes you have no idea what the problem is, but you can tell If you pick up on a facial
expression or feeling, ask
something is not quite right based on subtle cues. Talk to the clients about it to
the person if it means
see if they can help you determine the problem. anything.

WITH INTERNAL TEAMS. Whether your team is gathering for a meeting, a


working session, or just hanging out, pay attention to what’s happening. There
are always other things going on in their workday or in their minds. There are
other projects, ups and downs in their personal lives, interoffice dynamics,
and more. It’s the project manager’s responsibility to watch the team to ensure
that these distractions aren’t negatively affecting the project. Is there someone
who’s disengaged? Is there someone who’s not doing his work? Is there a team
member who’s afraid to admit that he doesn’t know how to do something, and
will the client end up paying for this mistake? Here’s the thing, though: none of
the cues that people give off will be verbal. It’ll be on their faces, in their pos-
ture, in their eye contact, or maybe in their tone of voice. The key is to watch
and listen. Very carefully.

When you see (or hear) this kind of behavior, you have to call this out—not in
the meeting or in front of people, but separately. And connect them with people
or information that will support them. Find out why it’s happening (the source),
and act on that, rather than acting on what’s happening (the symptom).

If you’re not the project manager, you can also do this. If someone is dropping
the ball or his work seems compromised, talk to him. See what’s happening—
not confrontationally, but as a friend.

It’s tempting to think that other people’s issues are “not my prob-
lem.” But, people who are negative or disengaged have a disastrous
effect on the quality of your project, and on the mood of the rest of E
the team. If you’re trying to deliver an awesome product and you
have unhappy team members—it’s definitely your problem.
38 cHAPter 3 : emotIonAl IntellIgence

Enable people: Connect with and


hear your team
Everyone has tasks and responsibilities on a project. It’s important that every-
one on the team—and especially the project manager—makes sure conditions
are conducive to actually getting the work done.

WITH CLIENTS. Try to determine what will help clients complete their tasks.
Ask them directly or reach out and suggest some ways to tackle the to-dos.
You might need to send them reminders about meetings and due dates for
feedback. You might have to give them a checklist of what they are reviewing
in each document. Work closely with them to find a way to be productive.

YoU’re not WITH INTERNAL TEAMS. This will look different in every situation. There is no
mY Boss predetermined set of actions that will enable your team members to do their
team members will best work. But there are general conditions that will create an environment in
have bosses and
which good work can be done:
managers outside the
project. As the project ■■ Give them a voice and listen to it, then help them manage their
manager within a
project, be sure you’re time and space.
acting appropriately
within the hierarchy
■■ Be compassionate, empathetic, and understanding.
of your organization,
and escalating issues
■■ Don’t be afraid to lay down the law and give them a kick in the pants.
if necessary.
All of these conditions can be facilitated by talking to your team members. Ask
them how they’re doing; see if they’re frazzled, see if they’re happy. Hear what
they have to say. These simple interactions can go surprisingly far in creating a
productive workspace. And if you see red flags or possible problems, you can
track them or take action immediately. Get the information you need to ensure
things are moving along, while the team feels connected and heard.
INTERACTIVE PROJECT MANAGEMENT 39

Apathy is the enemy of awesome


The bottom line is this: Care about the people you’re working with. As the proj-
ect manager, you should want to support the people around you, and the entire
internal team should want to make the clients happier than they ever imagined.

If everyone cares about each other’s overall well-being and the well-being of
the project, there is a far greater chance that innovation, problem solving, and
creativity will emerge. The people—your team, the clients, and you—are your
users. If you care about the end user of a website, you should also care about
the end users of your energy and actions.

YEAH BUT…What if I really don’t care about the people I work with,
or the work we’re doing? Or what if it’s clear that my company doesn’t
care about me?

GLAD YOU ASKED…You need to find a new job.

Takeaways
Emotions factor into everything we do, both in and out of the workplace. That’s
why it’s worth it to get intelligent about working with emotions, not against them.

■■ Emotional intelligence is about effectively managing your relationships with


others and connecting with people.

■■ The place for emotions in the workplace is in how you engage and respond;
get along, be personal, treat everyone like the adults they are, and support
your team.

■■ Emotional intelligence is important because it means better business.

■■ In action, emotional intelligence looks like the kind of interacting we do


with a lot of people in our lives—talking, caring, listening, being open. Now
it’s time to apply these natural tendencies to our professional relationships.
This page intentionally left blank
4
commUnIcAtIon
Right message. Right medium.
Right time.

There are countless ways to communicate with team members and


stakeholders, from email and documents to meetings and calls.
An effective project manager wrangles all that can be said in any
number of ways into what needs to be said and delivers it in the best
way possible.

In this chapter, we’ll discuss


■ What good communication looks like
■ The common types of communication and what they’re good for
■ Best practices
42 cHAPter 4 : commUnIcAtIon

A
ll projects require communication. What’s different about interactive
projects? There’s a wide range of personalities and stakeholders
involved—from the IE6-hating developer to the executive requesting
“the next Facebook.” Not only that, there are opinions, requirements,
restrictions, and requests coming from all of them.

All of this causes tension. Effective communication is the key to preventing and
resolving the tension and misunderstandings that arise.

Using emotional intelligence to understand your team is just the beginning.


Applying those observations and experiences using communication is pivotal
to facilitating productive and collaborative engagement among your team.

What does good communication


look like?
It goes Practicing good communication, at every opportunity, will make a huge difference
two wAYs on any project. Transferring information, exchanging ideas, providing explanations,
Project managers and achieving goals all rest on effective communication. As project manager, you
are responsible for
set the stage by ensuring that communication has the following four qualities:
communicating clearly
and facilitating good OPEN. Being honest about expectations, objectives, and restrictions is one of
communication among
the other team members. the most crucial elements of successful communication. You might have to ask
watch out for possible a lot of questions to get a client to be open, or maybe you’ll have to reiterate
miscommunication as the value of openness to your team. Bring back-channel conversations to the
email exchanges and
forefront and stress to your team that openness strengthens the project.
conversations happen.
CLEAR. Understand what’s going on with your team and the client. And make sure
they understand, too. Listen, ask questions, process, and think through what they’re
Use A common saying. And confirm understanding with others, both clients and the internal team.
lAngUAge
there’s marketing speak, COLLABORATIVE. Collaboration requires productive, two-way communica-
tech speak, admin speak, tion. Both you and the client bring expertise and value to the project. They
industry speak, and more, know their business; you know yours. Together you make something great.
plus a million dialects
of each. there are many
Don’t try to make your client feel like you know everything about everything,
ways that stakeholders because you don’t—and neither does your team, your department, or your
talk about problems, organization. And make sure that your client doesn’t treat you or your orga-
solutions, and everything
nization like vendors. Your team does more than simply execute clients’ ideas;
in between. Always think
about how to speak in it brings value and insight, an asset that your client must recognize if you’re
jargon-free terms. going to work collaboratively.
INTERACTIVE PROJECT MANAGEMENT 43

THOROUGH. Communication is an invaluable tool in properly documenting reVIsIt


and recording the life cycle of a project. Capturing the thinking and talking docUmentAtIon

that happens apart from forms and documents is important in establishing a check meeting notes,
scratch paper, or any
shared understanding among the team. Recognizing that a project is veering
place where you might
off course requires thoroughness: Read carefully, ask questions, call out red have jotted down
flags, and then document and communicate the changes. a task, decision, or
requirement. make sure
The effects of good communication extend beyond the project and into the life that critical information
of the product. Think about this when managing a project. From beginning to gets transferred from
temporary notes to
(no) end, effective communication will mean success beyond the launch date.
more permanent
documentation.

Setting the stage for success


Prepare the team for the kind of communication that will arise and the poten-
tial problems that communication can solve.

welcome candid conversations


Not all news can be butterflies and rainbows. Realistically, we have to have con-
versations that are loaded with stress, bad news, or complex information.

Collaborating effectively with clients means tackling tough conversations. Project


partnerships have to start with an early acknowledgement that these will occur and
an agreement that they will be processed together. This has to go all the way to the
top of the organization. As an executive or leader, it’s important to welcome these
moments as an integral part of the process, not as a failure of the team.

Prevent misunderstandings
Technology creates tension. (Think about it until you agree.1) This is one of
the primary differences between interactive projects and any other type
of project. But you can alleviate some of this tension if the reasons for it are
addressed with open communication.

Openly discuss the truths about technology. This will give clients the context
and knowledge they need to understand what makes interactive projects
different. Here are three points that prep the team for what’s ahead:

1 Mahtab Rezai, Twitter, 2009.


44 cHAPter 4 : commUnIcAtIon

TECHNOLOGY ALWAYS EVOLVES. Many clients are still more comfortable


with traditional media. An ad campaign or a rebranding effort has a finite
end, but interactive projects are different. They’re always changing: existing
software is updated, new software is created, and this affects how it all works
together. If you can help clients understand and anticipate this it empowers
them to think in evolutionary terms. It’s no one’s fault if a new browser is intro-
duced the day the project launches. It’s just how the interactive world works.

THE LAUNCH IS THE BEGINNING, NOT THE END. It’s very satisfying to
launch a site or an app, and it’s certainly well worth celebrating, but not
because it’s the end of the project or the work. Most interactive projects need
to evolve. They’ll require updates to content, site architecture, code, or soft-
ware. It’s like a puppy: To keep it alive you have to feed it and walk it, and it
sometimes poops on the floor. Making the client aware of this and keeping it
in the front of their minds will give them a better sense of the real scope of the
project beyond the launch day balloon-drop.

SET REALISTIC EXPECTATIONS. Recognizing and tempering unrealistic expec-


tations will keep everyone happier in the long run. Technology won’t solve
everyone’s problems; it may not eliminate work. Discussing this proactively
before it’s a problem makes it easier to correct if it becomes a problem.

Types of communication
Understanding why and when to communicate with the team is critical to
doing it effectively.

Transactional vs. relational


The purpose of project communication can be broadly categorized by two
intentions: to exchange information (transactional) or to build relationships
(relational). Knowing which category your information falls into will determine
which mode you use to communicate it (Figure 4.1).

YEAH, BUT…How can I execute relational communication if I don’t have


access to the client?
INTERACTIVE PROJECT MANAGEMENT 45

GLAD YOU ASKED…If you’re in an organization where project


managers can’t connect with the client directly, contact the account
manager with the same messages you would send the client. From there,
suggest that you both reach out—or just the account manager, if that’s
more appropriate for your workplace.

FIGURE 4.1
The differences between
transactional and
relational communication
and common scenarios
in which to use each.

Scheduled communication
Scheduled communication could be daily, weekly, biweekly, and in the form of
email, meetings, and so on.

The most common example of scheduled communication is the status report.


Make a schedule for disseminating the status report and stick to it. Also, estab-
lish what the report’s content will be and stick to that, too. For example, weekly
status emails might be sent on Wednesdays to all stakeholders. The emails
could include what was accomplished the previous week, what is currently
being worked on, and what is slated for the following week. (Look for guide-
lines for kick-ass status reports later in this chapter.)
46 cHAPter 4 : commUnIcAtIon

Who gets status emails? Everyone. Yes, everyone. Not just clients and/or deci-
sion makers. Everyone should be in the loop and on the same page. Think back
to those four attributes we talked about: open, clear, collaborative, and thor-
ough. These group emails will help keep the project working within these lines.

Establishing regular communication will also help organize the stakehold-


ers—both internal and external (Figure 4.2). People can be loosely grouped
into three types based on how they participate: discussers, deciders, and com-
municators. This will also create a sense of calm. Everyone knows when they’ll
find out the details that they need to know. And it helps avoid the dreaded,
“Where is this?” emails from stakeholders.

FIGURE 4.2
As the client and your
team determines the
discussers, deciders,
and communicators on
each team, the chain of
communication starts
to look more organized
and efficient.

Ad hoc communication
cHeck In This is the most frequent and least defined form of communication. It’s all the
If a client or colleague stuff that happens apart from the scheduled emails and documents. It’s the
expects an immediate random emails, impromptu phone calls, handwritten notes, or feedback. Let’s
response, you can face it: This is the most typical kind of correspondence that happens during a
always reply with, “I’m
working on this. I’ll let project. And it can also be the most difficult to wrangle.
you know by the end of
the day.” this let’s them Most clients won’t be as organized as you want them to be with their commu-
know you are acting on nication. Most of your designers and developers won’t be, either. They’ll pep-
their request, without per you with rapid-fire emails with ideas, changes, or questions. Sometimes,
pressuring you to come
they’ll shoot you many of these a day. Or their feedback will be something
up with a definitive reply
in minutes. really clear, like, “Can you change this? It doesn’t seem right.”
INTERACTIVE PROJECT MANAGEMENT 47

How to handle this


Being aware of what you may be communicating nonverbally is as important rIgHt tIme And
as creating a good paper trail. Poise and calm will have a huge impact on the PlAce

morale and outlook of the team. If you want or need to


freak out—we all do
TAKE YOUR TIME. Don’t let questions coming at you with lightning speed throw sometimes—do it out
you off. Responding within 10 minutes of every email doesn’t mean you’re better. of sight of your project
team and in the company
The quality of the response is far more important than the speed of the response. of someone who can
help you brainstorm
Clients look to interactive teams for insight and knowledge. Give them that. Not solutions or just be a
surprisingly, sometimes insight and knowledge take longer than 10 minutes. sounding board.
Nearly every question leads to a few more due to the interconnectivity of inter-
active projects. Proactively analyzing what potential follow-up questions may be
or what aspects of the project the original question affects takes time.

BE CALM. As you find out information or details that make you feel like your
project is going off-course, stay levelheaded, at least in front of your team.
Even if you never say, “How the hell are we going to get this done?!” the team
will see it on your face if you’re not careful.

MEET THE TEAM: reacting to different types of people


Here are the remaining archetypal characters that you’ll find on your team. (Others appear
in Chapter 2, “Interactive Project Management 101” and Chapter 3, “Emotional Intelligence.”)
They’re strong personality types that, ultimately, need to work collaboratively within the team
to keep things moving along. Reacting to them intelligently makes all the difference.

THE BLOWHARD. She gets riled up. She makes exclamations. She blows off steam—not really
complaints, just big, blustery energy. But like the complainer, she puts her head down and
works when it comes down to it. The danger is that this high-energy spouting off might make
others feel uncomfortable or taken aback or even attacked.

This person will probably always need to vent, but encouraging her to do it in a private, con-
trolled environment is a good idea.

THE GEM. This person is exactly what you think: a fantastic colleague, great at her job, totally reli-
able. Thank your lucky stars if you get one or more than one of these on your team. Cherish her.

Hope for one of these on every team. Just be careful that she doesn’t slide into Hero territory.
48 cHAPter 4 : commUnIcAtIon

Best practices
Communication is broad and can mean many things. Following a few guidelines
will make it manageable and effective.

Hit send with success


Effective formatting can mean the difference between clarity and confusion, but
people don’t do it, as evidenced by our inboxes. People hate emails so much
that some companies are trying to ban it. Email isn’t the problem, sending bad
emails is. the bottom line: don’t make people work hard for information.

BREAK UP LONG EMAILS. When you’re writing a long email, break it up into
sections. Start with a summary that concisely outlines the main idea(s) and any
action items within the email. Follow this with the details. This way the reader
can grasp the key info quickly, and then read the details only if she has to.

tYPos PUT COMPLICATED EMAILS IN A PHONE CALL SANDWICH. With interac-


mAtter tive projects, sometimes you have to convey complex or technical information.
every time you send Here’s what to do:
an email, you have the
opportunity to help or ■■ Write the email (check the long email tip above!), but don’t send it.
hurt your credibility.
typos aren’t about the ■■ Call the client and give her a heads up that a long or complicated email is
grammar police. they coming her way. Don’t make it sound ominous: The point is to prevent fear
matter because they
affect peoples’ trust in
and glazed-over eyes. Say something like, “I’m about to send you a really
you: if people can’t trust detailed email. It has a lot of information in it that I’ve tried to organize into
you with small things, it’s digestible parts, but here’s the basic summary. I will call you in a bit to see if
harder to trust you with
you have any questions about it.”
big things.
■■ Send the email.

■■ Later, call the client for follow-up. Make sure she understands everything in
the email and is prepared to deal with whatever might be required.

DON’T THROW GRENADES. Never send an email that states a problem with
no solution. Be complete: state the issue. Then, make suggestions about how to
correct the issue. List some next steps that the client needs to or should take,
or invite her suggestions on how to solve the problem.

FORMATTING IS YOUR FRIEND. Use things like subheads, bullet points, and
bold text to make the information as easy to read as possible. (Side note: This
INTERACTIVE PROJECT MANAGEMENT 49

is one of those things that clients love and developers hate. Some of them may
even have their email set up to strip out certain types of formatting.)

CALL OUT NAMES. Get people’s attention if you need it. When information wrIte tHe
is directed at a particular person, add her name or a special callout in front of sUmmArY lAst

the pertinent info or question. Highlight or bold names so team members can sometimes you won’t
know how to summarize
easily scan long emails for their callouts. Whatever tool you use is up to you,
what you’re writing until
but make it easy for everyone to spot with just a scan. you’ve finished it. when
writing a long email,
get all your thoughts
out first. then, go
Keep everyone in the loop all the time back. reorganize, edit,
At Clockwork, we use two email aliases—internal and external—that team reformat, and, as a final
step, write the executive
members use to communicate with the project teams. The internal alias goes to summary.
all internal team members; the external one goes to everyone on the internal
team as well as all client stakeholders. Almost all correspondence goes through
the group alias. This terrifies some people, and shocks others. This is a radical
departure from the way project correspondence happens almost everywhere
else, across industries.

what is an email alias?


An email alias as we use it at Clockwork is a singular email address that has mul- keeP It
tiple recipients. For example, when someone emails internal_bestprojectever@ cleAr

[Link] or bestprojectever@[Link], it goes to the entire internal Be sure to label the


internal alias with the
or external teams, respectively, working on the project. Figure 4.3 shows exam-
word “internal” first, or
ples of information sent through an alias. you risk sending internal
conversations to the
FIGURE 4.3 client too easily.
A selection of the types
of information and
conversations that should
ultimately be routed
through the project email
alias. The goal is to keep
everyone on the project
aware of decisions,
conversations, and
updates.
50 cHAPter 4 : commUnIcAtIon

why use an email alias?


S IT KEEPS EVERYONE ON THE SAME PAGE. All stakeholders deserve to see
what’s being said and how it’s being said. This allows the project manager to
making an alias does focus on macro tasks, like hierarchizing and prioritizing information, rather than
require some handy It
trafficking information. Everyone can be confident that critical information will
department work. If this
isn’t possible, create be passed along to the right people, but they are still aware of what’s going on.
a contact list in your
own email program for IT REDUCES THE TELEPHONE EFFECT. Remember that game? A phrase is
internal and all project whispered to one person, they whisper it to another person, and so on, all
recipients. that way it’s around a circle. Then the last person says the phrase she heard out loud. Every
easy and quick for you to
single time it will be different from the original phrase. That’s super funny on
email everyone.
the school playground in third grade, but slightly less funny when it’s critical
information about a client’s project and your job depends on it.

IT GIVES PEOPLE PERMISSION TO IGNORE EMAILS. Another effect of group


aliases is counterintuitive to what people expect. A common response to us
describing the email alias is: “You must be overwhelmed by emails!” Actually,
the opposite is true: It gives everyone permission to read them (or not) at will.
This sounds like a bad thing, but it’s not. As people receive the emails, they
are tangentially aware of the conversations, yet they know that if something is
needed it will be called out by the project manager (by using a callout tech-
nique like we discussed above).

Ask IT IMPROVES THE END PRODUCT. Interactive projects have many stakehold-
YoUrself ers that all see different risks, forecast different outcomes, and bring different
don’t know when you— ideas to the table. Allowing everyone to see all correspondence leads to
or others—are hoarding?
more eyes and minds considering all aspects of the project and increases
Here’s a hypothetical
question that may clarify everyone’s investment in the project. That’s priceless.
things: If you got hit by
a bus, would someone IT REDUCES HOARDING. Somehow, somewhere, people got the idea that if
be able to come in and they’re the keeper of information, they’ll be totally indispensable and will have
understand the work eternal job security. This just isn’t true. No one likes a hoarder. It makes every-
you did and are doing on
one’s job harder. If someone has to work at getting information to do their job,
a project? If not, you’re
hoarding. they are taking valuable time away from actually doing their job.

Figure 4.4 shows how the email alias relates to communicators, deciders,
and discussers.
INTERACTIVE PROJECT MANAGEMENT 51

FIGURE 4.4
The primary
communicators on each
team—internal and
client side—send the
majority of the email
communication through
the alias. The deciders
receive every message to
stay up-to-date, and can
certainly contribute as
necessary.

Be consistent and clear with scheduled


communication
People respond well to predictability, openness, and clarity. When you’re
communicating use tools that adhere to those standards. Think of this commu-
nication as a snapshot. It should give just enough information to be useful and
explanatory, and never so much information that key details become lost like
a needle in a haystack.

forms and documents


CREATE TITLES AND HEADLINES. Make the contents and the purpose of the don’t HIt
form visible at a glance. delete
If you’re deleting
MAKE IT EASY TO SEE WHAT NEEDS TO HAPPEN. Does the form require a something that was
signature? Make it clear. Does the form require an answer? Make it clear. initially very important,
use the strikethrough
MAKE THEM EASY TO PRINT. Make sure the contents fit easily onto a stan- formatting tool rather
dard sheet of paper. Make sure it doesn’t contain an embedded image that’s than actually deleting it.
this allows the team to
huge and will clog up the printer queue. still see it and easily note
that it’s been “removed”
CREATE A CHANGE LOG. This will make it easy for the client, and you, to track from consideration.
the files. At a quick glance, you’ll know if you’re reading the most up-to-date It’s a clearer way to
version and what changes have been made. communicate that the
project changed course
and easier to track later, if
you’re retracing your steps.
52 cHAPter 4 : commUnIcAtIon

Revision Date Notes/Author Initials

.01 1/31/2012 Draft for internal review [MCW]

.02 2/15/2012 Draft for client review [NEL]

.03 3/2/2012 Revised draft for review/approval [ECN]

1.0 3/20/2012 Baseline approval [MCW]

status reports
USE A CONSISTENT FORMAT. Always have the information in the same order,
use the same callout techniques, and make it easy to print.

USE UNDERSTANDABLE LANGUAGE. This isn’t the place to use a lot of jargon
(is there ever a place for that?). Use language and terms that are familiar to
everyone who reads it.

COVER EVERYTHING. Don’t leave anything out. The clients should be getting
all the information they need in this communication. They should come to rely
on it and see it as the official progress report. If you leave the bad or tough
news out, it will become apparent.

BE RESPECTFUL. Be firm and clear, but don’t be a jerk. If something changed


direction, don’t let on that it was annoying, even if it was. Collaboration won’t
happen if anyone on the team starts feeling antagonized or attacked.

Wrangle, then react with ad hoc


communication
Project managers control and disseminate everything that needs to be com-
municated. This means that they also have a lot of information coming at them.
organize your communication for optimal effect: digestible, thoughtful
communication helps people—and their brains—do their jobs well.

How to handle this


COLLECT AND ORGANIZE THE INFORMATION. Do this in whatever way
makes sense for your project or the correspondence: by type—ideas, action
items, red flags, decisions—or by affected stakeholders—client, writers,
INTERACTIVE PROJECT MANAGEMENT 53

developers, executives. Make the information make sense to you, and then add
the details that will make it make sense to others.

DETERMINE HOW TO COMMUNICATE. We’re used to email. That’s pretty


much the go-to form of communication these days. But it should primarily be
used for transactional aspects of a project. At times, it’s best to reach out in
person, for that relational approach. This doesn’t necessarily mean face-to-
face, but it does mean a real conversation in real time.

Here are some situations when it’s best to have a conversation:

■■ If there’s a high chance that something will be misconstrued or misinter-


preted in writing: “As we mentioned earlier” can sound like “We told you
so” with the wrong intonation.

■■ If it’s a difficult message: “About that launch date…”

■■ If it’s a complicated issue that requires explanation.

■■ If you feel like you should connect with your client. Follow your gut on this
one. If it’s been a while and you think that reestablishing a real connec-
tion—not just an electronic one—sounds right, do it.

DISTRIBUTE THE INFORMATION. Take the organized information and dis-


seminate it. Part of it may go in an email to your team; part of it may go into a
document that is then sent for reapproval from the client; part of it may have
already been addressed in a phone call. The key is to make it easy to read,
understand, and respond to. That’s one of the key responsibilities of the proj-
ect manager: to make sense of things and communicate this “sense” to the
client and internal teams.

follow-up after phone calls and meetings


When you have a phone conversation or meeting, follow up with an email
that summarizes what was covered. It doesn’t have to be an Official Recap of
the Conversation form, just an email that references the discussion and quickly
sums up the points. This accomplishes three things:

■■ It relays the conversation to the whole team (use the alias!).

■■ It provides a record for everyone (in some circles this is known as CYA—
cover your, well, you know).

■■ It helps ensure that whatever points were talked about were actually understood.
54 cHAPter 4 : commUnIcAtIon

Killing three birds with one, simple stone. Sorry, birds.

These are all important accomplishments, but the last point—making sure it
was understood—is a critical, client-facing detail. Miscommunication happens.
People say one thing, but mean something else; you hear one thing, they
meant another. Really, it doesn’t matter how it happens; you want to prevent it.

This recap gives all parties a chance to see in writing what was heard and what
action is being taken. If there’s a discrepancy between what was meant and
what was understood, that will become clear right away, as opposed to later,
after action was taken.

Truth bombs are brutal facts without context. Problems, issues, and dilemmas
happen. How you convey them can make all the difference in the world to you
and your client, and your relationship.

Look at your communication with this in mind. You can recognize when you are
about to send a truth bomb. Remember, something that seems straightforward
to you can be very scary to people who don’t have enough info or tech knowl-
edge to provide a context or meaning on their own.

THINK ABOUT: translating a truth bomb


The Problem: A popular Internet browser just released a new version and parts of a client’s site
won’t work with it. (Surprise!)

Truth bomb: An email that says, “Your site is broken.” (I’m sure you think we’re joking, but
we’ve seen emails like this.)

Context: An in-person conversation starting with, “The browser came out with a new version,
which they do every so often, and we’re noticing that some elements aren’t working like we
intended. We’ll do some testing on our side and let you know what we find. Then we can deter-
mine what you’ll need to do to bring your site up to date.”
INTERACTIVE PROJECT MANAGEMENT 55

Give a solution-focused no
We all want to give clients what they want. But here’s the problem: What they rUle of
want isn’t always what they need. If what they’re asking for seems (or definitely tHree

is) a bad idea, tell them. Here’s where it gets a little tricky. like in comedy, we apply
the rule of three. Voice
even if the answer is no, it’s never just no because that doesn’t help reach your solution-focused
a solution. That doesn’t mean that we do everything we’re asked. Far from it. “no” three times, then
drop it. After three times
But we make a lot of effort to avoid stopping at the word no. it’s pestering. As long as
you can—with a clear
Being honest about whether something is possible, logical, or neither—all with- conscience—launch
out just saying no—requires finessing. the project the way the
client is asking, let it go.
PUT A POSITIVE SPIN ON THE NEGATIVE MESSAGE. When people hear no, Perhaps later, they’ll see
they react a certain way—they close down and get defensive, and may become your point. Perhaps not.
sometimes that’s just
even more entrenched in their perspective. Ultimately, no matter what you’re
how it goes.
saying no to or disagreeing with, you need them to collaborate on a solution.
couching your “no” within positivity and productiveness paves the path
toward collaboration. For example, you might say, “I see what you mean and
what you’re going for. Another way to achieve that might be __________.
Leading questions can get to the root goal or intention, which you can then
solve another way.

FIGURE OUT HOW TO SUPPORT THE ARGUMENT. Each client has different
concerns and objectives. Some will repsond to an argument about technol-
ogy restrictions, whereas others may respond to aesthetics. Some won’t really
respond to either. Given your experience with them, choose a persuasive path.

USE REASON AND LOGIC. Don’t ever just state your critique or opinion of
their solution without giving real reasons and using sound logic. “Because we
think it’s best” doesn’t count. You have to give them evidence, whether that’s
usability stats, development restrictions, or something else.

Good news and bad news at the same velocity


“Good news and bad news at the same velocity” is one of our key company
values.2 It’s a promise that you make with your team to get the best end prod-
uct every time. When you uphold this, what you’re really saying is, “We will
always tell you what you need to know about a project.”

2 We have to give Gary Clark credit for this valuable principle. It’s served us well.
56 cHAPter 4 : commUnIcAtIon

Negative feedback is a lot easier to hear—really hear—if the recipient knows


it’s coming from a shared value. with a team relationship based on trust and
understanding, constructive criticism is welcomed because it means that
the project will be improved upon and, ultimately, better.

Diffuse tension with four words


Every time you talk to anyone about anything—so yes, all the time—you carry
the emotions of the message with you. And the person to whom you’re talking
responds to those emotions. For example, if you’re telling someone that you
just won a $20 million lotto, maybe you’d jump up and down or smile like a kid
in a candy store. And when they hear the news, they’d get wide-eyed and put
on a happy face, too.

When you have difficult messages—be it bad news, problems, complications,


or what have you—you also carry emotions with you. With a difficult message,
you likely bring stress, anxiety, and perhaps anger and frustration. A typical
response to these emotions is defensiveness, which is only human.

How do you diffuse this tension? Start the conversation with four words:
“I need your help.”

Like defensiveness, it’s human nature to want to help people when they ask
and when you can. Use our universal human instincts to move the project
forward rather than squash it.

Starting with “I need your help” puts both you and the other person in an
entirely different emotional place and shifts the energy of the conversation.
Rather than being on the offensive and defensive, it brings you together on
the same team. Which is truly where you are anyway. Then you can discuss
the issue and how to achieve the goal at hand.

Managing conflicts by looking ahead,


not behind
Frequently on a team there comes a moment when it becomes clear that two
people have an issue. You may not know what it is, but you can see it. An “aha”
moment may go something like this: You’re in a meeting and team members
are sharing info in the meeting that really should have been shared before the
INTERACTIVE PROJECT MANAGEMENT 57

meeting. That means they aren’t communicating. However the issue arises, the
important thing is to recognize that there are immediate steps and long-range
steps that need to be taken.

get into the right frame of mind


IT’S ABOUT THE PROJECT, NOT THE INDIVIDUALS. Remind yourself and
your team of the common goal and the reason you’re all there: the end prod-
uct. Shifting the focus off individuals and toward the shared goal will also shift
energy from inward to outward.

DON’T TAKE THINGS PERSONALLY. Business is about people, but it’s not per-
sonal. You have to think about people and treat people like people, but refrain
from taking anything personally.

LET FEELINGS HAPPEN. People get angry and hurt and frustrated. That’s
okay. Don’t internalize it or feel obligated to make them feel better. You have
a responsibility to achieve the best end results for the project. Be supportive,
but let people feel what they’re going to feel, while also making sure the proj-
ect’s moving forward.

STAY NEUTRAL. Whether you’re the project manager or a leader, you have to
remain neutral and steer clear of any drama. See below for how to fix the drama.

take action
DON’T CALL ANYONE OUT IN FRONT OF THE GROUP. Don’t try and
get to the bottom of things in front of the team. This won’t help solve the
immediate problem.

IN REAL TIME, SUGGEST A SOLUTION. For example, let’s say a designer


didn’t supply a front-end developer with all the rollover graphics for a page.
And the designer doesn’t like the solution that the developer came up with.
Just decide, with the team, what to do: change graphics or keep graphics. Then
assign follow-up tasks accordingly.

AFTER THE MEETING, DETERMINE WHAT HAPPENED. Don’t bring any


assumptions into these conversations or fill in blanks about why things hap-
pened as they did. Don’t express blame or shame, because pointing fingers
won’t make anyone feel good, nor will it help the situation. Even if someone
58 cHAPter 4 : commUnIcAtIon

dropped the ball, making her feel bad about it won’t improve her work, your
relationship, or the end product. Once you have the facts, see what you can do
to minimize the chance the problem will happen again.

one-Person FIND THE ROOT OF THE PROBLEM. The question you ask should not be “What
conflIcts went wrong?” The real question is “How can I prevent this problem from hap-
what happens when the pening again?” If you stop your problem solving at “what went wrong,” you’re
conflict involves only
missing the point and not truly helping your team work together. You want to
one person? Perhaps
someone’s creating a figure out the root of the problem—Is the process ineffective? Was there a com-
bottleneck because munication breakdown? Do these two people just not work well together?—to
they’re taking on too ensure it doesn’t recur.
much or not delegating
enough. rather than MAKE SURE EVERYONE HAS WHAT THEY NEED TO KEEP WORKING. While
saying, “why are your
you address the bigger causes, ask your team, point blank, “Do you have what
projects and tasks getting
backed up?” say to her, you need to keep the project moving forward? What else can I do for you?”
“Help me help you.” This might be additional files or a new brief, or it might mean making them feel
like they’re being heard. Either way, don’t let the project sit still while you fig-
ure out if anything needs to change on the macro level.

Takeaways
Communication is key to making a project successful. Thinking and analyzing
mean nothing if the results of that thinking and analyzing aren’t communicated.
Emotional intelligence is wasted if you don’t adjust your communication to the
person or situation. Being the eyes and ears of a project won’t be productive if
you’re not also the mouth.

■■ Effective communication is open, clear, collaborative, and thorough. Mea-


sure your communication against these qualities.

■■ Being consistent in how and when you communicate will set a calm and
responsible tone for your team.

■■ Take your time when composing and responding to messages and ques-
tions; thinking before acting always pays off.

Ultimately, always think about the recipient when you’re determining how to
communicate; the quality of your communication skills correlates directly with
how well she understands.
5
ROCESS
Getting digital done right

At Clockwork, our process focuses on the thinking that goes into


making an end product effective and the people that make it hap-
pen. It’s a model that can be used for any interactive product in any
environment: It’s industry-specific and people-driven.

In this chapter, we’ll discuss:


■ Existing project management models
■ How we manage projects
■ The reasoning behind our process
60 cHAPter 5 : tHe Process

T
here’s more to interactive than foosball and cool offices: It’s complicated
work and there’s a lot at stake.

The remainder of this book takes you through the process we developed at
Clockwork. We’ll explain the tasks and deliverables that contribute to success-
ful projects. Most importantly, we’ll demonstrate how to think critically about
delivering interactive work so you can determine how to apply the approach
to projects within your environment.

Our process is for us and for our clients: It provides shared priorities and col-
lective ownership of the end product. At a strategic level, it gives us something
to check against to ensure that we get things right, and helps our clients under-
stand how everything fits together. At a tactical level, our teams choose the
tasks and deliverables based on what’s appropriate for each project.

our goal is to change the way people think about how interactive work
is defined, developed, and delivered.

Existing project management


models
The most well-known and commonly practiced methods of delivering interactive
work come from two industries: software development and advertising/marketing.

Most of what’s been written about interactive project management is based


on two popular software development methods: waterfall and agile. Much
of what’s practiced is either based on those methods, or is derived from tra-
ditional project management processes at advertising agencies (sometimes
known as “traffic”). Below are brief overviews of each approach.

WATERFALL. This is a sequential process in which each phase concludes (more


or less) before the next phase begins. The project scope is clearly defined early
on and phases unfold accordingly. It’s a fairly rigid model that allows for little
flexibility over the course of the project because a completed phase is more
expensive to alter than an in-progress one. Think of a series of locks and dams:
once you’ve progressed through one, you don’t turn around and go back
through it again. You continue downriver. This model makes a lot of sense for
INTERACTIVE PROJECT MANAGEMENT 61

projects that require one phase to be completed before starting the next one,
like house construction or manufacturing.

AGILE. This model is far less rigid than waterfall—in fact, it’s characterized by its
lack of formal structure. It incorporates short, cyclical phases into the process
to accommodate (and encourage) change. Here, scope is broadly defined at
the beginning and the end product gets fleshed out through frequent, iterative
releases of the product. Changes and developments occur incrementally, and
the direction of the project is continually reassessed. Agile works well in situa-
tions where it’s acceptable for the definition and scope of a project to evolve
over time and where close (even daily) collaboration with clients is possible.

AD AGENCY. This is a generic term we’re using to describe a model in which


the creative department drives the project vision. Here, the creative team
(creative director, art director, and copywriter) has a concept, a big idea, which
is then executed across several channels—print, television, radio, and Internet.
The creative idea drives the project, and while the clients approve the idea,
they are generally not active participants in how that idea is produced.

Versions of these three approaches have been adopted to varying degrees


and with varying levels of success by the interactive industry mainly because
they were the best available options, and because most interactive teams have
emerged from (or within) software or advertising-focused organizations.

Unfortunately, none of these methods work perfectly for client-driven, interac-


tive projects. Waterfall doesn’t leave clients enough room for change—and
change is inevitable and necessary. Agile projects require a level of deep col-
laboration that many clients can’t commit to, and these projects contain a level
of ambiguity with regard to scope that most aren’t comfortable with. Lastly, the
ad agency model neglects the end user because it emerged from media that
is passively consumed, not interacted with. Clients and end-users aside, none
of the methods consider the needs of a project team that integrates designers,
art directors, and creative directors with programmers, content strategists, and
software testers.

Piecing together elements from those models has worked marginally well until
now, but the interactive industry is all grown up now; it’s time to set aside the
hand-me-downs.

It’s time to define a process that was designed for us, by us.
62 cHAPter 5 : tHe Process

YEAH, BUT…What if I don’t have any control over how projects are
managed?

GLAD YOU ASKED…We know from experience that any interactive


team—even one working on a single project inside a non-digital
company or agency—can put these ideas to use. You might not be able
to decide how projects are managed company-wide, but you can usually
decide how your projects are managed. And you never know: Sometimes,
a single project’s success can influence how other projects are managed.

Clockwork’s process
This chapter introduces our process, presented in Figure 5.1. Upcoming chap-
ters will delve into stages within the process. Chapters 6 and 7 explore two
aspects of the Research & Planning phase: “Project Prep” and “Project Defini-
tion.” Chapters 8–10 look at aspects of the Production & Deployment phase:
“Project Production,” “Project Staging,” and “Project Launch.” These stages rep-
resent distinct moments of convergence between the front-end and back-end
tracks—with a deliverable that involves both, like the development approach or
the development version, concluding each stage.

The process we use borrows principles of rigor from waterfall, iterative quali-
ties from agile, and client- and creative-focused techniques from the ad agency
models. And it layers in the unique needs of interactive projects and teams.
Our combination fits the realities of an interactive project: the range of vari-
ables, restrictions, and people.

We initially created this illustration to act as a “you are here” map for project
stakeholders. It’s useful because it shows who’s doing what, and breaks the
project into digestible stages. Of course, between each deliverable there are
numerous activities, tasks, and meetings. But we concentrated the diagram on
the tangible deliverables because they’re the elements that affect every team
member. By using this, everyone knows where they are, what’s coming up next,
and how deliverables affect subsequent stages.

A clear illustration of the process helps everyone understand and visualize


how the project will unfold. Predictability: People love it!
INTERACTIVE PROJECT MANAGEMENT 63

Defining characteristics of our process


ORGANIZED SIMULTANEITY. Multiple people are doing different activities
at the same time, and their activities directly affect others. To account for this, front Vs. BAck

we broke the process into two tracks—front-end and back-end—and into two By “front-end” we mean
everything that the user
phases. Individuals organize around related tasks, but while working within their
sees and interacts with,
own discipline they are also being routinely informed about what’s happening like design and content.
among other team members. This organized simultaneity creates a shared and By “back-end” we mean
collaborative knowledge base, without creating a wildly inefficient clown car. the behind-the-scenes
code and infrastructure
GOALS FIRST. Our process has two phases: Research & Planning, and that make the product
functional.
Production & Deployment. During the Research & Planning phase the team
determines what to do and why. Once this is firmly established, then the
Production & Deployment phase kicks off. At this point, the team confidently
and assuredly executes the project.

EFFICIENT AND VERIFIABLE. We are purposeful about what information we


capture, and when. Our deliverables are thoughtfully designed to document
the critical aspects of the project and leave a trail of thinking and conclusions.
They allow the client to see the often-intangible contributions the team makes:
the thinking, analyzing, and reasoning. When the deliverables are completed,
they’re checkpoints; when they’re reviewed against, they’re guides that keep
the project on the right track.

INTENTIONAL SIMPLICITY. Our process contains only what is needed, and no


more. We intentionally created enough structure: too much creates inefficient
busy work; too little and quality suffers. Enough process enhances both quality
and efficiency. Importantly, keeping it simple also allows a team of experts the
leeway they need to work with a client to set the proper course of a project.

“Following a process”—any process—shouldn’t be confused with


“project management.” A process is just a guide; project manage-
ment is thinking and taking action. Remember when we compared E
the project manager to the conductor of an orchestra? Well, the
process is like the sheet music. You need it, but more importantly,
you need to inspire a group of talented musicians to play it. Yes,
you’re going to be inspirational.
64 cHAPter 5 : tHe Process
INTERACTIVE PROJECT MANAGEMENT 65

FIGURE 5.1
This view of the process shows the project lifecycle from a
deliverables standpoint. This view is helpful because it illustrates the
tangible pieces of the process and acts as a “you are here” map. In
contrast, a timeline shows the process from a date standpoint. For a
downloadable version, visit [Link].
66 cHAPter 5 : tHe Process

Why it works
These are our beliefs and values about how to manage a project and make a great
product. If you’re not in a place to adopt our entire process, read this anyway.

People drive the process, not the other


way around
The process we use at Clockwork reflects team-wide contributions at all
points; it not only cultivates collaboration, it requires it. Everyone on the team,
throughout the project life cycle, influences the outcome—maintaining this bal-
ance requires careful attention.

Balancing everyone’s needs and roles is the only way to create a collabora-
tive dynamic.

Developers aren’t brought in for only one phase, nor are the designers.
Technologists don’t drive all the decisions just because these are technology
projects, nor can creative professionals or clients simply dictate a “to do” list
to the technologists.

Even the way we visualize our process shows this: tasks and phases happen concur-
rently and there is no hierarchy with regard to the people, deliverables, or tasks.

E The goal of any process is to facilitate getting work done. The pro-
cess isn’t doing its job if it isn’t being followed. If teams are going
around the process to get something done, look at why. Then ask,
do the people need to change their behavior to fit the process, or
does the process need to change to fit the people’s behavior?

Knowing the why makes a difference


Of course teams need to know what to do and by when to do it. But more
importantly, they need to know why.

Being a good project manager is about giving context, not just to-dos.
INTERACTIVE PROJECT MANAGEMENT 67

It’s the project manager’s responsibility to provide a layer of knowledge and BeYond tHe
service to the team by providing context. Giving orders without context and gAntt

setting deadlines without working closely with the people doing the work isn’t giving the internal
team and the client
being a leader. It’s herding cattle (or cats, depending on where you work). No
the full story (the
one wants to be herded and, let’s face it, no one wants to herd. background, the goals,
the conversations around
the issue) rather than
just marching orders will
You don’t know what clients need, and get you farther than any
neither do they (at first) gantt chart.

Scope can’t be determined before Research & Planning because neither the
client nor the agency truly understands what needs to be built. The findings
obtained during planning and research—the scope of the project—are what
make a reasonable estimate possible.

don’t propose a solution before you know the problem.

Many times, clients come to agencies with a solution: they want a website, or estImAte
they want an app. But we need to know their problem. We can then go about twIce

finding a solution to that problem, rather than simply executing what they’ve we provide two
estimates. the first is the
asked for. Sometimes they’re the same, but other times we come up with an
cost for doing research &
alternative that better suits their short-term and long-term needs or budget. Planning, during which
time we determine
scope. once the scope
is defined, we provide
Surprises are only good at birthday parties an estimate to produce
Each stage in our process aims to clarify the project a little more: each docu- and deploy the project.
this second estimate is
ment builds on the preceding one to create as complete a picture as possible. always presented after
As documents are presented to clients, they not only expect them, they also the research & Planning
know their purpose. The goal is to continue defining and designing the end phase is completed.
product and remove any questions about what’s being done.

clients have a right to know what they’re getting.

Of course, part of the reason clients have a right to know what they’re getting
is because they’re paying for something. But the key point is that as a member
of the project team, they have expectations and needs, and the internal team
has a responsibility to meet them. While they aren’t managing the project and
dictating exactly how things get done, clients have a right to be up to speed on
all the details.
68 cHAPter 5 : tHe Process

Make a plan, watch it burn


We built accommodations for change into our process. We did this by keeping
our overhead low: changes are easy to document, verify, and track. We don’t
want our internal team members spending four hours updating complicated
software whenever a change comes up (sorry, Microsoft Project™, we’re looking
at you). We want them spending that time on the actual project. They need
the right tools, they need to know the end goal, and they need the power to
make the right decisions.

the process isn’t for the project manager, it’s for everybody.

The process is a reference for everyone. It’s the way that the final product gets
done as well as it can, as efficiently as it can, and as on-target as it can. Perhaps
the project manager is the one sending out reminders, or adding documents
to the project file, but everyone helps define the process and ensure things are
evolving as they should and everyone practices project management at times.
Everyone participates. Everyone gets to, and everyone has to.

E When we say we’re “process-driven,” clients sometimes express


hesitation or worry. Perhaps they feel like they won’t have control
if they follow our process. In fact, the opposite is true: it gives them
control via knowledge and established expectations and changes
are absolutely acceptable (in fact, as you just read, we’re counting
on it). Our process makes us more flexible, not less so.

Takeaways
The process we follow at Clockwork allows us to:

■■ Keep our promise of making quality work efficiently.

■■ Uphold our values of being honest, clear, and collaborative throughout


the entire project.

It creates the system through which we do our work and achieve our clients’
goals as well as the ones we’ve set for ourselves.
6
ProJect PreP
Put all your ducks in a row

The step before planning begins to get everything in order.


Once the pitch is accepted, it’s tempting to jump into planning
and research. But taking extra time to align team members pays
off. Plus, it sets everything and everybody up so the planning
stage is effective.

In this chapter, we’ll discuss


■ Why prep is necessary
■ Getting started: Creating a team and initiating a project
■ Kicking it off: Connecting with the client
■ Preparing the management plan: Gathering details

IN THIS
CHAPTER
70 p

T
his is when the project manager drafts the plan for how the project will
get done, from who’s working on it to what’s being assumed to what risks
are lurking under the metaphorical bed.

The prep is the “pre-” part of the project. It’s when and how everyone gets
on the same page so that the “during” part is done well.

Be prepared
The prep stage grew out of our recognition that defining how the project will
be managed—on both the client and internal sides—needed to be an official
part of the process, not just a throwaway assumption. Moving from the brain-
storming and creative ideas that sell a project to a concrete definition of what
will be delivered is hard. Prep starts that transition.

Thinking through—and documenting—how everything is going to get done is


as important as getting it done. determining roles and responsibilities is a
key step in making sure that the team starts from a shared understanding.

Start on the right foot


VocAB Once the client agrees to the project, the prep stage begins.
remInder!
when we say product,
we mean whatever
digital deliverable your
Choose team members
team is building for the Here’s where you begin to think about how the work is really all going to get
client. for example, it
done. Who’s needed? Who’s not? What team would be best for this client and
could be a mobile app,
a website, or a web this end product? To figure it out, it’s best to think about two aspects of the
application. project: the deliverables and the personality of the project.

Assess deliverables
Think about what you know, think about your current needs, and consider
what you’ll probably need in the future. At this point, bring on the people
who must be involved.

We start by assigning the four roles that play the biggest part in research and
planning: strategist, tech lead, creative lead, and tester.
INTERACTIVE PROJECT MANAGEMENT 71

For the other project roles, we often wait until after the development wHAt Is A
approach (discussed in Chapter 7). Until you know the exact project scope, strAtegIst?

you may not be able to choose the full, final team. the strategist is the
person constantly
YEAH, BUT…How do I know who must be involved? assessing projects with
the goals and strategies
GLAD YOU ASKED…If the project includes both front- and back-end in mind. the role of
development, all four roles are almost always needed right up front. strategist varies from
agency to agency;
But if you’re only delivering creative perhaps you wouldn’t need a tech at many traditional
lead. Conversely, if your developers are building someone else’s design, agencies the account
perhaps you wouldn’t need a creative lead. person performs this
role. see figure 1.1 for a
match personalities refresher on roles.

There are also more nuanced elements to think about when putting together
a team. Think through the personalities of both the project and the people. Ask
AroUnd
Certain details in the proposal or about the client can help you get a feel for
what the project will be like: Is the client a big corporation or an independent If you can’t get your
head around the project
business? Is the deliverable well defined? Is the end product a boundary- personality with the
pushing endeavor or a straightforward classic? information you know,
ask the sales or account
Taking all this into account, determine which soft skills fit with a project. team member who
different people work best under different conditions. To the best of your worked with the client
ability, match people’s personalities with the project’s personality. For example, in the pitch or proposal
phase. At this point, she
if you’ve got a person on the team who works best on very structured proj- will have talked to the
ects, she might not work well on the cutting-edge, high-stress project with the client more than anyone
startup client. In the end, whether you get your dream team or not, at least else on the internal team.
you’ll have thought through details that will make your team perform its best.

While we never have a B-team, we still have to assemble the right A-team.

THINK ABOUT: requesting a team


Getting to handpick your entire team is rare. Here’s our advice: Always request the people you’d
like and explain why you want them on the project. Maybe someone’s worked with the client
before on another project and it went really, really well. Even if your ideal person appears to be
unable to work on your project, you don’t know until you ask. And there’s that old adage about
a squeaky wheel. So, go ahead and squeak.
72 p

E Sometimes there will be people on your team who don’t want to


work on the project. In ad agencies, print designers may fill in on
interactive projects. (It shouldn’t happen, but it does.) Use some of
the tips from Chapter 3, “Emotional Intelligence,” to get through any
rough patches. Acknowledge the situation (“I understand that this
isn’t your favorite kind of work”) and see if there’s anything you can
do to help make it more manageable for her (“Help me help you”).

Hold an initiation meeting


The initiation meeting is for internal team members only. It’s a chance for the
client-facing team members to fill in the rest of the team on the information
and discussions that have transpired with the client.

BrIng In A It’s tempting to look at a proposal (or estimate or scope of work) as the whole
tester now? story. But there’s always a boatload of information gleaned from conversations and
It might seem early to interactions that never makes it into writing. And maybe it shouldn’t (it’s interpreta-
invite a tester to the
tions, feelings, perceptions, and politics), but it should be shared and discussed.
initiation meeting, but
the cost of having your At a minimum, the strategist, creative lead, tech lead, and tester should attend
tester at the table for
this meeting pays for the meeting.
itself in the value she
brings in understanding
the project from start find out what we know about the client
to finish. Think of this meeting as a massive brain dump in which everything that’s known
about the project and the client is shared with the team. They get the lowdown
from whoever has interacted with the client up until now—frequently it’s the
sales, business development, or account management teams.

Knowing what’s happened between your team and the client helps you figure
out the client’s personality, which in turn shapes the personality of the project.
knowing the personality of the project helps to determine the appropriate
management style and the format of deliverables. Is it a technology-heavy
project that requires months of iterations (therefore, repetitive and focused)?
Is the client determined to have a cutting-edge product (that is, cool and
creative)? Is the client ultrasensitive to aesthetics (that is, prizes design over
technology)?
INTERACTIVE PROJECT MANAGEMENT 73

These client-side details help the project manager, and the team, think about
the best ways to move the project forward smoothly.

find out what the client knows about us


The initiation meeting is also the time when the client-facing team communi- wHAt’s not
cates what’s been promised to the client and what sold them on working with BeIng sAId?

your company. At this stage, there are


many things about the
The best way to do this is review the pitch or proposal. Let everyone see what client and project that
the client saw, what promises were made (“We can definitely have a site done you won’t know. Ask your
team as many questions
in three months.”), and what ballparks were given (“We usually turn projects of as you can to get as
this scope around in three months.”). much information as you
can. errors of omission
This level of information provides the internal team with a snapshot of what the are the hardest errors
client knows. That kind of detail allows your team to better see things from the to catch; questions help
prevent these.
client’s perspective and cuts down on assumptions (“Wait, who told the client
it was going to be three months?!”).

Your process should be a manifestation of your values. The front-


line team needs to be honest about what’s possible and how it can
or can’t happen. If the company values communicated in the pitch E
and those being actualized in your work align, the transition from
sales to project implementation will be that much easier.

YEAH BUT…What if there’s a discrepancy between the team members


talking about the work and the team members doing the work?

GLAD YOU ASKED…The team is in a challenging position if your client-


facing team members don’t join meetings, if they don’t share information,
or if they make promises the rest of the team can’t keep. If it happens,
address this within your project team: Start by acknowledging the gap,
identify the discrepancy between the promises and the reality, and follow
up by brainstorming solutions that will better align the outward and
inward realities.
74 p

Connect with the client


Now that you’ve done the internal prep work, it’s time to get in front of the client.

Hold a kickoff meeting


This is the first (and sometimes the only) opportunity for the client to tell their
story to the entire internal team. By having everyone in the room together—both
internally and client side—we ensure a chance for every person to connect with
the client at least once. And this is the perfect opportunity to cultivate a celebra-
tory shared experience across the team.
Use tHe
mAnAgement PlAn This is all great, because having these exciting moments with one another cre-
start a draft of the ates a bond that will translate into collaborative energy later on. The kickoff
management plan meeting achieves both practical and emotional goals, both of which are impor-
(discussed below) tant. It’s amazing how far face-to-face contact goes in establishing a productive,
to use as an agenda
and workbook for the
collaborative working relationship.
meeting. It includes the
key issues that need
to be talked about—
making the kickoff meeting successful
stakeholders, initial On a practical level, you’re accomplishing three things here: getting as many
goals, etc. Highlight all
project details as you can, demonstrating to the client that you’re prepared
the blanks and use them
as guides to get the and enthusiastic about the project, and transitioning the client from the sales
information you need. team to the project team.

FRAME QUESTIONS APPROPRIATELY. For example, if you read in the pro-


posal that the project stemmed from a previous product, frame your question
accordingly: “We read about the history of this project in the proposal. Can
you tell us more about that? We’d like to hear it directly from you.” This will
communicate to them that you did your homework, while allowing you to
dig deeper in person.

KEEP THE ENERGY POSITIVE. While the team is gathering information and lis-
tening to stories that inform the project, be sure that you’re all showing active
interest. The client is probably feeling a lot of things at this stage; they’re about
to embark on something big and exciting, but also potentially stressful. Your
internal team can have a reassuring effect on the client by displaying positivity.
INTERACTIVE PROJECT MANAGEMENT 75

TIP: don’t force the agenda


Details and project minutiae can be deflating in the face of a client who wants to talk big ideas
or grand goals. While details do need to be worked out at some point, that can always be done
later, if necessary. As the project manager, figure out who the main client contact is. If nothing
else, you can follow up with that person after the meeting to start hashing out the day-to-day
details. This shows that you’re on top of the pragmatic stuff, but it won’t detract from the eyes-
on-the-prize energy.

HAVE A TRANSITION PLAN. Over the duration of the meeting, it’s critical to PrActIce tHe
pass the baton from the pitch team to the full project team. The team members HAndoff

with an existing relationship with the client should start off the meeting. As the don’t assume a handoff
will happen organically
meeting progresses, the new project team should play more and more of a
because it isn’t an easy
role in the conversation. By the end, you want the client to feel good about the thing to do well. And
project manager being their new primary contact. if it’s done poorly, the
client may feel like
ENCOURAGE CONNECTION. On an emotional level, the kickoff meeting is a they’re being passed off.
chance for everyone to have a shared experience. The kickoff makes everyone rehearse how to direct
the conversation so it
feel like they’re on the same team; there are faces to place with names, and
goes smoothly.
real-life moments to complement emails. Moreover, the meeting provides a
chance for the internal team to feel the client’s energy firsthand. This generates
care and concern, and conquering challenges is much easier when you care.

TALK PROCESS. Wrap up the kickoff meeting by walking through your pro-
cess. We explain all the phases and expectations so nothing’s a surprise. We
emphasize our values and how they translate into the process itself. If possible,
we outline tactical details that will help us determine how we’ll manage the
project, like if the client has preferences or expectations with regard to meet-
ing types and frequency, and who should be included in status emails.

successful meetings don’t just happen


The kickoff meeting is one of the few times where it’s totally fine to put
together an agenda, and then not follow it. the goal of this meeting is
to establish a connection and a relationship.
76 p

CHEAT SHEET 001

RULES OF
ENGAGEMENT Management Plan
I.
II. aka The Rules of Engagement
III. The management plan outlines the rules of engagement for the team. It centralizes information
IV. and articulates how the project will be managed.

OWNER: CONTRIBUTORS:

ACCOUNT CREATIVE LEAD CLIENT PRODUCTION TECH LEAD


STRATEGIST LEAD

PROJECT MANAGER
RELATIONSHIP TESTER USER EXPERIENCE
MANAGER ARCHITECT

DESCRIPTION: SPECIAL CONSIDERATIONS:


This document is the road map for a successful project. It provides • As the first project document, use it to set
the team with two primary types of information: logistical details the tone for all reviewing and collaborating
and big picture facts that affect the overall project. and approving as you go forward.

The logistical details found in the communication plan and contact • Embrace risks! Challenge your team
list establish collective understanding of who’s doing what and and client to think of as many risks and
how the project will unfold. The project-wide risks, assumptions, assumptions as possible; there are plenty.
and dependencies are captured here in clearly defined terms. These
• Revise and update this document. Don’t
can be the difference between success and failure because they call
set it and forget it!
out information that has the potential to derail a project.

This document shapes the way people and individual project


components will be managed.

LOCATION IN THE PROCESS:

The Rules of Engagement


INTERACTIVE PROJECT MANAGEMENT 77

This meeting in particular requires a lot of emotional intelligence to be man-


aged well: If it skews too emotional (“Hey! Yay! We’re all excited! Fun!”) it risks
being a waste of a lot of people’s (billable) time. If it skews too practical (“And
now I’d like to draw your attention to the second paragraph on page 14 where
we outline risk 17…”) it risks being a buzzkill, which is no way to get a success-
ful client relationship off the ground.

So, while there should be some structure and preparation for the meeting
(that’s what an agenda provides), the energy in the moment should determine
how it unfolds.

Prepare the management plan


All the questions and answers you gather here feed into the primary prep docu-
ment, the management plan (Cheat Sheet 001). This section contains the thinking
and planning that go into making the management plan accurate and effective.

Outline project
At this point in the project, you likely know only preliminary details about the
project. The key pieces of information you want to start compiling are: assump-
tions, deliverables, and dependencies.

list assumptions

■■ Clockwork will provide content strategy and page buildout; client will
be responsible for writing copy.
78 p

■■ Client will provide brand guidelines and brand assets.

■■ Clockwork will source stock photography for the project and provide
a separate estimate for photo pricing.

■■ Product data will be provided in a single CSV file.

Start training your internal team and the client to think about assumptions as
they go about their work. Capture any that you agree upon in the management
plan, and as things progress update the list to accurately reflect the project.

define deliverables
Our deliverables list doesn’t just include the end product; it also lists the deliv-
erables that are created in service of the end product.

As with all projects, there are many layers of work that contribute to digital
products. There might be stakeholder interviews, design concepts, and high-level
wireframes. All of these are things that get delivered and are owned by the cli-
ent. We articulate each and every one of these and the format in which they’ll be
handed over, such as JPG, PSD, or code. This ensures that clients understand what
tangible artifacts they’ll be receiving (or seeing) along the way.

determine dependencies
Dependencies are conditions that dictate things that must or can’t happen for
the project to get done; they are details that constrain the project and have
the potential to jeopardize it.

There are three common scenarios in which dependencies arise: when your
team is using third-party products, when you build something that’s being
integrated into another system, and when legal approval is needed. In the
first two cases, the end product is dependent on that third party or system to
operate correctly. Legal approval isn’t always a dependency, but it’s a classic
project derailer. Determine at the beginning of the project if the release or
launch hinges on a legal team approving the small print and how much time
they need to review.

There will be other dependencies. Think carefully and critically about what
they might be, and write them down.
INTERACTIVE PROJECT MANAGEMENT 79

Develop a communication plan


Establish when, how, and with whom communication happens. Giving a pre- nAmIng
view of what communication will look like throughout the project increases the conVentIons

likelihood that communication will be effective. And if you don’t set expecta- tiny details make such
a difference! give the
tions, the client will set them for you. Then you’ll find yourself reacting to their
project a “shortname” to
style—which could be anything from catch-me-if-you-can to shotgun emails. be used in every project
filename and directory.
this makes organization
Plan scheduled communication easy and consistent.
Determine email aliases and set time and day details for status meeting and
status reports.

Think about these details now because it may require a few conversations with
the client before nailing down the exact stakeholders and determining the
most effective schedule.

Ultimately, all this information is clearly listed in the management plan so


there’s a single reference that illustrates what people should expect and when.

Articulate a review process


Outline the review and approval process as clearly as possible so that every- Use YoUr
one knows how work will be routed and when and by whom it is approved. delIVerABles lIst
refer to your list of
At Clockwork, we begin every project with the following four-step review pro- deliverables and ask your
cess that starts the conversation. The key detail to define is how many rounds client who will approve
of revisions qualify as “in scope.” each document. this will
help them think of things
■■ Internal review like, “oh, the copy deck?
I’m going to need to get
■■ Full team review—round 1 signoff from both legal
and marketing on that.”
■■ Gather feedback and determine changes remembering that now is
fantastic. remembering
■■ Full team review—round 2, with a date by which feedback must be received it a week before launch
can be fatal.
Does anything ever happen in four steps like this? Of course not—but you
have to start somewhere! Figuring out these details seems like a no-brainer,
but going that next step and writing them down in a shared document makes
a huge difference.
80 p

E Encourage the client to have one person on their end wrangle


feedback and approvals. That person doesn’t have to be the
approver of each deliverable, but she is responsible for gathering
and then communicating that approval to the team.

determine approval requirements


Determine if there are final approvers: the people on the client side who have
the final yes/no vote. Approvers may fluctuate depending on the deliverable
or phase—designs may go through a creative director whereas feature lists or
information architecture might go through the marketing director. But nailing
down who approves what ensures that there are no surprises later.

Timelines for executive and legal approvals are often mismeasured or over-
looked entirely. For both groups, timing is key. Often legal departments have
turnaround times of two weeks or more, and executive schedules can be
extremely busy. Waiting until the very end to show deliverables to higher-ups
can be detrimental, while showing them too early can be premature.

Finding a balance of how and when deliverables are routed is up to the client,
but it’s critical to get everyone thinking about it early on.

TIP: keep the team as small as possible


It may be hard to get the client to limit the group of approvers to just a few people. Stick to your
guns. Any project that’s decided by committee is compromised. It’s impossible to effectively
manage scope, timeline, and budget while being bombarded with correspondence and feedback
from numerous people. Frame it up like, “I need your help managing feedback to ensure we hit
our deadline.” That’s a statement most clients appreciate hearing.
INTERACTIVE PROJECT MANAGEMENT 81

Assess project risks


Assessing risks measures the project against harsh realities.

If you think something might go wrong, it probably will. Risk assessment


means forecasting problems that are likely to crop up, creating a plan to
avoid them, and thinking about how to address them if they do occur. Like
assumptions, there will be many and it’s better to call out as many as possible
in the beginning.

As a starting point, we have a list of standard risks that we plan for in almost
every project. We always include this list, first, because they’re the head-
slappers. They’re risks that apply to just about any project. Second, having a
standard list to start from means that team members can direct their energy
toward the project-specific risks. Common factors to consider when determin-
ing additional risks are: security, infrastructure, process, communication, soft-
ware, third-party vendors, dependencies on another project or team, client
expectations, and fraud.

The purpose of isolating risks is to develop plans for managing them. We want
to proactively minimize the risks, not just know what they are. So, in addition to
the risks themselves, it is imperative that you think about what can be done to
mitigate those risks.

Here are our standard risks with their corresponding mitigation plans:

DELAYED DELIVERY OF ASSETS. The project manager will stay in touch with
the client to flag any upcoming delays early on and adjust the project timeline
as necessary.

DELAYED CLIENT FEEDBACK. The project timeline will establish expectations


for feedback at the project outset. The project manager will flag any delays
early on and adjust the project timeline as necessary.

INCOMPLETE OR INACCURATE REQUIREMENTS. Clockwork writes—and


routes for approval—a requirements definition (RD) document. Project work
commences when the RD is approved by both parties. Clockwork will create
a change order document if additional requirements are identified after the
approval of the initial RD.
82 p

TIP: explain the purpose of risks to client


Seeing all those risks on paper can really freak a client out—especially this early in the project.
(“You’re telling me we might fail and we haven’t even started yet?”) Be sure to explain the
purpose of the risk assessment; you’re not saying that they will happen, simply that they could.
You’re listing them so the team can be vigilant in spotting them early and, most importantly,
you’re thinking about how to actively avoid them.

SCOPE CREEP. The Clockwork project manager will notify the client if deci-
sions are affecting scope and deliver change orders for approval as necessary.

Ask You can’t prevent every risk, but by putting them in writing, you’re putting
AroUnd the whole team on alert. Each team member is a watchdog who sees different
Ask your team and your dimensions of the project. Having everyone on the lookout for all the possible
client if they can think
risks while they’re knee-deep in their part of the project is just smart.
of any red flags from
their vantage point. A
great way to phrase your
question is “what if…?”
write mitigation plans with care
If they respond, “oh, It’s important to give project-specific contexts and a solution-focused mitiga-
that’ll never happen,” it tion plan when presenting risks to the team so they don’t feel like you’re calling
may not be a risk for the
project. If the response
them out. Sometimes risks can make team members defensive because they
is a furrowed brow, you bring attention to a possible weak spot. Providing context and explanation
probably have a risk on when raising risks will minimize the likelihood of two possible consequences:
your hands.
■■ Making it sound like you’re anticipating people not doing their jobs.

■■ Making it sound like you’re preparing for failure.

Takeaways
The prep part of the project is a great time to get high-level issues outlined.
It’s when the project manager and the whole team figure out how the project
will play out, take life, and become a real end product.

Meetings and conversations are the primary deliverables as the team outlines
details and brainstorms project information. In the end, the management
plan captures these facts and establishes communication plans and other
housekeeping details.
7
ON
Assess, outline, align

If you were building a house, would you start nailing two-by-fours


together without a blueprint? Let’s hope not.

Aligning the project goals with the realities of the current landscape
is how effective solutions are defined. Then we can start nailing
two-by-fours together.
In this chapter, we’ll discuss
■ Defining why: Gathering information and insights
■ Creating a plan: Determining what’s needed
■ Convergence: Recommending a solution

IN
T H IS H A PTER
C
84 cHAPter 7 : ProJect defInItIon

I
t’s important to clearly outline goals before designing a screen or writing
a line of code. This is what’s achieved in this stage of the Research &
Planning phase.

In this phase, you’re gathering the necessary information to understand the


client’s needs and determine the right solutions for them and the end user. As
we mentioned in Chapter 5, clients sometimes come to the table with a partic-
ular solution in mind. Through the tasks completed in the Research & Planning
phase, you verify their suggestion or recommend another route.

The right solution may not be the coolest idea or the newest technology;
sometimes it’s simply the best possible option given the audience, timing, and
budget. At the end of this phase, the right solution will be defined.

successful interactive projects meet the client’s goals and the end user’s
needs within the parameters of time and budget.

Project management checkpoint


The strategist and project manager divide and conquer during the project
definition stage. Their shared goal is to determine the best end product, but
they’re focusing on different things. The strategist guides the thinking while the
project manager guides the doing.

FACT: documents aren’t the only deliverables


Clients and teams can get caught up in documents because they’re tangible.

Keep in mind that the real deliverables are thinking, analyzing, planning, and deciding.
Documents simply capture those activities; they don’t replace them.
INTERACTIVE PROJECT MANAGEMENT 85

CHEAT SHEET 002

N
Strategy and User Experience Brief
aka The North Star
This document keeps the project and team on the right path and remains the constant marker
of where the project is going.

OWNER: CONTRIBUTORS:

PROJECT USER EXPERIENCE CREATIVE LEAD PRODUCTION TECH LEAD


MANAGER ARCHITECT LEAD

ACCOUNT STRATEGIST RELATIONSHIP CONTENT


MANAGER STRATEGIST

DESCRIPTION: SPECIAL CONSIDERATIONS:


The brief contains three primary elements: an assessment of the • This document requires a lot of
current landscape, where the client wants to be, and what needs to collaboration. It takes a village!
happen in order to get there.
• Get this document just right or your
The brief is a summary of a lot of research activities. The current project will start off on the wrong foot.
landscape and where the client wants to be are determined though The compass needs to be spot-on to work.
interviews, assessments, evaluations, and reviews. With the
• Contributors will vary depending on
information that’s captured, the team isolates the client’s goals.
project scope.
The strategy and user experience brief is the plan to achieve the
specified goals.

LOCATION IN THE PROCESS:

The North Star


86 cHAPter 7 : ProJect defInItIon

Define the goals and how to


reach them
don't skIP After the kickoff meeting, the strategist starts putting together what we call
tHe BrIef the strategy and user experience (Ux) brief (Cheat Sheet 002). Call it whatever
If you already use a you like—or even roll it into an existing document in your process—but what’s
creative brief, don’t just
important is to create a document that guides all subsequent elements of a
skip the strategy and
UX brief. make sure the project: content, user experience architecture, design, development, and qual-
points outlined below ity assurance.
are included in it, or
create a complementary The team’s strategic thinking is captured through a series of exercises, and is
document (or addendum) then compiled into the full report. The brief provides information about any
for interactive projects.
existing brand standards or creative direction, defines the target audiences,
and becomes the litmus test for the end product.

E Strategy means different things to different people. And fre-


quently it’s used without a lot of specificity. For this reason, we’re
very clear about what we’re delivering when we use the term: a
comprehensive plan to achieve specific goals for digital initiatives.

Assess the current landscape


sPend Assessing the current landscape means determining where the client and the
wIselY product are today. Once that is well understood, the team can provide better
only do exercises that direction about where to go and how to get there.
you need to do. each task
costs time and money; But, “current landscape” could mean a lot of things. To prevent the team from
spend the client’s money getting bogged down in an approach that’s too broad, the strategist should
like it’s your own. Use
any existing client work focus on what must be known to move forward while the project manager
or data to help complete considers how much time and money is available during this stage. Each assess-
the picture of the current ment exercise provides valuable information, but which information is most
landscape.
valuable depends on the project. Determine the highest-value information,
and begin there.
INTERACTIVE PROJECT MANAGEMENT 87

what you need to find out


As the brief is created, ask the following questions. The answers help deter-
mine which exercises to do and what information to present to the client.

■■ What do we need to know about the client and users to make the most
suitable end product for their needs?

■■ What information will help determine objectives and desires that may not
be obvious?

■■ How does the available technology or software influence or impact


the solution?

■■ What current problems in the client’s industry, business, or process


could be helped by the end product?

■■ How much time is available to complete these assessments? What is


the budget?

Project management checkpoint


To put together an effective assessment plan, the project manager must under-
stand resources and the strategist must understand the requirements and
scope of each exercise. They decide which team member should do each task
and what exercises should be done.

Then they work together to move forward economically, efficiently, and suc-
cessfully. Ultimately, many people contribute. The challenge is getting every-
thing done without people stepping all over one another.

complete assessment exercises


Each assessment exercise will result in a collection of data that’s shared with the
client at the end of Research & Planning (it is, after all, their data). But, the data
on its own isn’t the important part; the critical deliverable is the meaning of
the data, outlined in the strategy and Ux brief.

COMPETITIVE REVIEWS. These are reviews of similar products or companies


with similar brand messaging. At times, clients will come prepared with reviews.
If they do, use them!
88 cHAPter 7 : ProJect defInItIon

You will learn how similar messages and products are communicated, design
standards within the client's industry, and effectiveness of related features
and functionality.

CONTENT AUDIT. This is a review of the content (copy, imagery, videos,


audio) and its organization in an existing product, or content created for a
new product.

You will learn the amount and types of content, how content fits with new
goals and strategies, and what content needs to be edited or added.

FUNCTIONALITY AUDIT. This is a description of how the current product


functions on the user side, and how it interacts with internal client systems.
A usability lab may also be conducted to see how users react and respond to
functionality (more on that later in this chapter).

You will learn how existing elements work, how features interact with each
other, whether the site architecture and functionality work well together, and
how well features support or manage business processes.

TECHNOLOGY AUDIT. This assesses the technology currently being used,


including things like content management systems, development languages,
and software platforms.

You will learn what legacy systems and databases are being used and how
they interact, how data is entered and stored, and which third-party services,
sites, and applications are used.

tHe dAtA DATA ANALYSIS. Ask your client for as much data as they can give you. Web
defense analytics are an easy first step, but they’re just a snapshot of trends and patterns.
keep the data handy, There’s often more data at other sources. For example, if they have an e-com-
and use it to support
merce website, their database will give the real story of their completed orders.
your recommendations
whenever possible. If If it’s an app sold through iTunes, there are app sales and crash reports available.
ideas are backed up by
data, it’s easy for the The strategist should consult with the whole team about what data would be
client to see the logic and helpful; the project manager should work with the client to request it. The
approve the suggestion. team member who analyzes the data depends on what is received; something
like crash reports will likely be analyzed by a tech lead, while web stats may be
reviewed by the strategist or a business analyst.
INTERACTIVE PROJECT MANAGEMENT 89

INTERVIEWS. Interviews produce qualitative data based on discussion in a


one-on-one or group setting. You get highly personalized answers that are
direct responses to real-time questions. The live nature of the interview means
that follow-up questions can be adjusted based on answers. The challenge is
that data is entirely unique, making it time consuming to compile and review.

USERS. Conduct interviews with current product users to determine how


they use it and what could be changed.

You will learn how users interact with and feel about the product, and
their perspective on both messaging and functionality.

STAKEHOLDERS. Conduct interviews with current stakeholders to gather


their ideas and assessments about the product.

You will learn what they need the product to do, organizational challenges
that will affect how the project unfolds on the client side, how they under-
stand project goals, and any ideas they have for design and functionality.

SURVEYS. Surveys are a relatively inexpensive way to obtain quantitative data


about a product quickly. They can be conducted electronically (email or web-
site prompt), over the phone, or in person. Preformatted answers make the
data easier to compile and analyze.

USERS. Survey current users to determine how they use an existing product.

You will learn demographics, how they interact with and feel about the
product, and their opinions about messaging and functionality.

STAKEHOLDERS. Survey current stakeholders to determine how they use


the product.

You will learn how they use the product, how well the existing product
meets their needs, how they understand project messaging and goals, and
any ideas they have for design or functionality.
90 cHAPter 7 : ProJect defInItIon

LEARN MORE: recommended reading


If you want to know more about DIY usability labs, read Rocket Surgery Made Easy:
The Do-It-Yourself Guide to Finding and Fixing Usability Problems by Steve Krug.1

USABILITY LAB (U-LAB). Hands-on, real-time interaction with the product is a


great way to review what the user is actually doing when using the product. U-labs
can range from do-it-yourself setups to fancy rental facilities with two-way mirrors.
The key to success with either approach is how well the sessions are facilitated.

PresentIng The strategist will help determine the questions and scenarios, but other team
Assessments members, or an outside facilitator, may administer them. Clients may want to
You may end up observe the sessions live (via an observation room or a livestream) or review
generating a lot of
recorded footage later.
information during this
stage. this is valuable You will learn how users talk about the product, whether the product meets
for the client, and for the
project, so do what you their needs, and differences between expected and actual user interaction.
can to illustrate data,
provide overviews and
excerpts, call out key
findings, and provide Determine where the project is going
interpretations and Use findings from the assessment exercise to identify where the project needs
recommendations.
there’s a story in your
to go. With the problems, challenges, and visions in mind, articulate what the
data; find the best way end product needs to achieve, and some ways to achieve it.
to tell it.

set goals, strategies, and tactics


The distinctions between goals, strategies, and tactics are very important. We
go to great lengths to articulate this to our teams because writing them accu-
rately in the strategy and Ux brief steers the project in the right direction.2

GOALS. These are big, sweeping things that serve the primary function of the
organization. They’re why you’re doing what you’re doing. They should be nei-
ther too broad nor too specific. When thinking through how a product is going

1 New Riders, 2010


2 This section is adapted from a blog post by our colleague, Michael Koppelman,
[Link]
INTERACTIVE PROJECT MANAGEMENT 91

to work, the goals are like a bouncer: they determine what’s in and what’s out.
If an element of the project isn’t serving at least one goal, it’s not necessary.

STRATEGIES. These are conceptual, nonspecific ways to achieve the goals.


They are what you’re doing. Strategies are broad plans to achieve the stated
goals. They’re actions, but ones that could be executed in a number of ways.

TACTICS. Tactics are experiments. They’re how you’re going to execute the
strategies that will achieve the goals. They’re the most nimble part of the over-
all strategy: if they aren’t moving the product toward the goals, new tactics are
implemented.

There will be some back and forth with the client to fine-tune goals and strate-
gies. That’s perfect. Stating them clearly, concisely, and accurately sets up the
project and the team for success. These goals will be referenced throughout fUZZY metrIcs
the project, so it’s best to get them to a point where everyone has the “Yes, Are okAY

that’s it!” moment. Then they’re done. sometimes goals will


not have quantifiable
metrics. take this goal as
Project management checkpoint an example: “we want
our employees to feel
As with the assessment exercises, the strategist and project manager are wran- good about using the
gling people and ideas as the goals are being finalized. Thinking and planning new website.” that’s a
are critical to isolating and defining project goals. valid goal, but it has to be
measured qualitatively,
It requires a combination of analyzing what’s in front of you, and translating not quantitatively. As
an example, we might
information or ideas into actionable goals. With your client and team, you’re
suggest, “the client will
determining where the project can—and should—go. Keep the team focused obtain anecdotal accounts
on goals and strategies so the direction remains clear and precise. from employees to assess
their experience.”

Move from brief to plan


Next up? The team determines how to turn the strategy and Ux brief into a
plan for a real product.

The documents—high-level information architecture and content strategy and


the requirements definition—build on what was provided in the brief and
begin to form a project plan. Here, tactics start taking clearer shape.
92 cHAPter 7 : ProJect defInItIon

Create a method amid the madness


From here on out, everything is happening more or less at the same time, but
we’ll talk about them in a linear fashion because it’s a book, and that’s how
books work. The simplest way to start to make sense of this is to divide the
work into what the user sees and interacts with (the front-end track) and what’s
“under the hood” (the back-end track).

It isn’t this clear-cut in real life—of course, the designers and developers are
often working together—but each track has different considerations and
deliverables. that’s what the project manager is for: to figure out the best
way to achieve what needs to be done in a way that makes sense for the
immediate project.

Coordinate people
At this point, it’s critical to find a balance between working together as a team,
and working separately in respective expertise areas.

While the deliverables are distinct, they are also complementary. The informa-
tion architecture can’t represent an interaction that isn’t possible from a devel-
opment standpoint, and the requirements definition can’t contain a feature for
which the user experience hasn’t been considered. Ultimately, the internal team
needs to reach consensus and this requires the project manager’s full attention.

How teams work together in this stage varies, but it should be a healthy tug-of-
war among the following members:

CLIENT: “Here’s what we want…”

USER EXPERIENCE ARCHITECT: “Here’s what’s going to be best for the users…”

CONTENT STRATEGIST: “Here are the messages and information we have to


communicate…”

DEVELOPERS: “Here’s the functionality that will create a successful product…”

PROJECT MANAGER: “Hey guys, this is due on Friday and we’re trending a
little over on budget…”

And this is all happening simultaneously. As Figure 7.1 shows, there are several
layers to every interactive product. The project manager determines how it
unfolds with a collaborative dynamic.
INTERACTIVE PROJECT MANAGEMENT 93

Concrete Completion FIGURE 7.1


This graphic shows the

Visual Design layers of considerations


for developing a
thoughtful user
experience. Each
Interface Design Navigation Design discipline has to work
Information Design closely with the others
to account for the
constraints and produce
Interaction
tion Information the best solution

time
Design Architecture possible.

Functional
onal Content
onss Requirements
on
Specifications

User Needs
Site Objectives
Abstract Conception

© 2000 Jesse James Garrett [Link]

How to coordinate
ARBITRATE CONVERSATIONS. Every team member will make recommendations
within his area of expertise. That’s necessary to arrive at the right solutions. But
it might take some tough conversations between expertise areas to get there. At
this point, the project manager should moderate these conversations and deter-
mine how the problems are going to be solved together.

NEUTRALLY ASSESS OPTIONS. When expertise areas have conflicting ideas,


it’s necessary for a third party (cue: project manager) to step in and be a neu-
tral, goal-focused opinion.

CREATE A PRODUCTIVE ENVIRONMENT. It takes working both together and


independently to reach good decisions and create excellent deliverables, and
there are pros and cons to each approach.

WORKING SESSIONS. This is the most actively collaborative way to work


together. Everyone gets in a room and hashes things out. The pro is that the
left hand knows what the right hand is doing. The con? It can be expensive
94 cHAPter 7 : ProJect defInItIon

to have the team all working together, and completing work by committee
can be ineffective.

CREATING DOCUMENTS SEPARATELY. At times, having the expertise areas


go off on their own to create their respective documents and share them
with the team as a whole to get feedback is the way to go. On the up side,
work gets done quickly. The down side is that groups can end up going in
two different directions if they’re not in contact with one another.

Think about what’s best for the project and the team to find a balance
between these modes of working. Each project will have a different point
where quality and efficiency are equalized.

Complete high-level content strategy and


information architecture
role The first step for the content strategy and user experience architecture (UxA)
AssIgnment teams is to determine the exact deliverables needed to outline a plan. At this
for small projects, stage, it’s important to remember that this is high-level stuff; it isn’t detailed
content and UXA might
or fully hashed out (Cheat Sheet 003).
be just one person, while
for larger projects it
will be multiple people.
what’s important is
content strategy
that the right questions The content team determines how to deliver key messages and the types of
are being asked, and content that support project objectives. They isolate objectives for individual
answered.
pages and screens, and assess what content will support those objectives. They
determine what content will make interactions logical and easy.

LEARN MORE: recommended reading


We’re just skimming the surface here. And some smart people have written books about both
content strategy and information architecture. Check out Content Strategy for the Web by Kristina
Halvorson3 and Don’t Make Me Think: A Common Sense Approach to Web Usability by Steve Krug.4

3 New Riders, 2009


4 Que Publishing, 2000
INTERACTIVE PROJECT MANAGEMENT 95

CHEAT SHEET 003

High-level Content Strategy & Information


Architecture aka The Framework
High level content strategy and information architecture (IA) provide schematics that structure
the design and development of the product.

OWNERS: CONTRIBUTORS:

CREATIVE LEAD DESIGNER ACCOUNT CLIENT


STRATEGIST

USER EXPERIENCE CONTENT STRATEGIST


ARCHITECT

DESCRIPTION: SPECIAL CONSIDERATIONS:


High-level content strategy is the assessing of and planning for • Complete all IA in parallel with developers
content that meets project goals and intended messaging. as they create the requirements definition.
High-level IA translates business objectives and user goals into
• All team members must reference these
diagrams and schematics that recommend an overall structure to
deliverables often throughout the evolution
the end product.
of your project.
Commonly, content inventories and audits are started at this point
• Make sure design and functionality align
to assess how much content will be needed and to establish a
with IA and content strategy.
messaging strategy. IA begins with stakeholder interviews, user
interviews, and surveys, and is delivered in a set of documents
including sitemaps and wireframes.

Deliverables for high-level content strategy and IA fluctuate with


each project. At this stage, the goal is to understand how much
work needs to be done to build the recommended digital solution.

LOCATION IN THE PROCESS:

The Framework
96 cHAPter 7 : ProJect defInItIon

Commonly, the content strategist is completing two tasks at this high-level


stage: performing a content audit and collaborating with the user experience
architect and tech lead to ensure that high-level information architecture and
requirements definition support the identified content needs.

doUBle tHe While the client may get more excited about particular features or designs,
strAtegY content is truly the bedrock of every product. Consider content early and from
content strategists work all angles to create products that effective connect with users—which is the
in-house and agency-
ultimate victory for every project.
side. You’re lucky if both
types are working on
your project: they work
in concert, but each
High-level information architecture
strategist has a different At this stage, information architecture (IA) deliverables propose how informa-
set of responsibilities and tion will be organized and how the user will interact with features and content.
focuses on a different
set of concerns. Here, we
The purpose of doing the high-level exercises is to better understand project
outline content strategy scope (Are there 5 screens in the app, or 50?) and get an idea of the amount
from the agency side. of work it will take to create the end product. The most common deliverables
are described below and examples are shown in Figure 7.2.

SITE MAP. These show the organization and structure of a website or app
through simple illustrations. They illustrate the relationship between pages,
sections, and navigation.

conVergence USER FLOW DIAGRAMS. These diagrams chart the paths that a user might
more and more, take to navigate the product. These help clients understand how users might
content strategy and progress through a series of steps or actions and are frequently produced for
information architecture interaction-heavy products where defining the user’s path is critical to under-
are converging. In our
experience, the more standing which features will support a smooth user experience.
they’re integrated
the better.
WIREFRAMES. These illustrate the organization and information hierarchy of
individual templates or pages. They may be used to show the general number
of themes (sometimes called templates) that will be needed throughout a proj-
ect. In other cases, they may be used to illustrate complex, unique pages.

FIGURE 7.2
This illustration shows
generic examples of
each of three primary
IA deliverables. Each
provide different insights
and explorations of the
end product.
INTERACTIVE PROJECT MANAGEMENT 97

Project management checkpoint


Decide which of the deliverables above should be completed. The strategist
and the project manager help the UxA and content teams determine what’s
possible and what’s necessary to define the product for the rest of the team.

Don’t let your team delve into detailed content strategy or information archi-
tecture at this point. The goal is to determine just enough to get an idea of
what will be needed to complete the project. Keep people focused on high-
level ideas and deliverables so the Research & Planning phase is most effective.

Outline the project requirements


Any project that contains a line of code must have a requirements definition
(RD). So say we all.

The requirements definition articulates the end product in five key areas: defi-
nitions and conventions, features, production, technology, and security (Cheat
Sheet 004). The goal is to brainstorm and decide on ways to use technology to
meet the client’s goals in the most efficient and effective ways. The itemized list
creates an explanation and definition of the end product before it’s built.

Beware: It’s easy to lose your client at this point in the project.
Make sure they understand why the requirements definition is
important. Encourage your technical team to write the RD in a way E
that’s accessible, and present it in an engaging way.

It’s probably also easy to lose your reader at this point in the book.
But, leadership, take note: the requirements definition document
is what you will use to verify that your team did exactly what they E
said they would.
98 cHAPter 7 : ProJect defInItIon

CHEAT SHEET 004

MASTER
LIST Requirements Definition
aka The Master List
The requirements definition (RD) is the scope authority for the project. It’s a full inventory of
features with precise descriptions of functionality.

OWNER: CONTRIBUTORS:

PROJECT BACK-END USER EXPERIENCE PRODUCTION TESTER


MANAGER DEVELOPER ARCHITECT LEAD

TECH LEAD

DESCRIPTION: SPECIAL CONSIDERATIONS:


The RD captures the project in writing: It's a crucible for refining • The RD is the what, the production plan is
disparate ideas and converting them into actual deliverable the front-end how, and the development
features and establishing shared understanding of what the plan is the back-end how.
product will be.
• The RD requires a lot of client input.
The RD is a reference point for several expertise areas: it Language and terminology should be
communicates to UXA what the key features must accomplish; it client-oriented.
provides testers with the information they need to verify the end
• The biggest risk with the RD isn’t that it
product; and it tells the project manager and the client how the
might be inaccurate, but that it might be
project is being built.
missing something. A key focus of reviews
First drafts are full of open questions, notes, and assumptions. should be identifying holes.
These get whittled down and become declarations, examples, and
• The RD needs love, care, and good writing.
details. By its completion, it captures the full project scope and
Write it well.
clearly defines all features.

LOCATION IN THE PROCESS:

The Master List


INTERACTIVE PROJECT MANAGEMENT 99

DEFINITIONS AND CONVENTIONS. Establish a common project vernacular and


define project-specific terms so there’s no confusion when the team is having dis-
cussions. For instance: describing what exactly the word ‘member’ means when its
used within project documentation (“a logged-in visitor to the site”) or defining
client-specific acronyms that everyone on the team needs to know about.

FEATURES. Features are the backbone of all products; they’re the individual
components that, when put together, make it interactive, that is, something
users can actually interact with.

About each feature consider the associated variables, assumptions, and require-
ments; its purpose; and how it should work when users interact with it.

PRODUCTION. Outlines what production aspects affect how the product


is executed.

Consider details like what browsers or programs need to support the site or Be
app, required screen resolutions, and what parts of the product need to be AccessIBle

print ready. Account for any


accessibility issues that
TECHNICAL. Often, technical points are framed as constraints. They outline may arise, like section
what technology is being used and how is it being supported. 503 or AdA requirements.

Consider what platform will be used, what features can be out-of-the-box ver-
sus custom, what kind of content needs to be supported and managed, and
hosting requirements and specifications.

THINK ABOUT: the mighty feature


Features are the “what” of the product. They must be clear, concise, and unambiguous in
describing what users will be able to do with the product. The team relies on features to esti-
mate costs and testers use features to verify the final product is fit for use. Good features are
traceable through project documentation by their unique identifier and are defined in only one
place. Finally, good features are always written in plain language. Vague features will cause
questions during QA while overly specific features constrain the team in design.
100 cHAPter 7 : ProJect defInItIon

SECURITY. What measures will be taken to secure the product or any data that
will be collected, transmitted, or stored? Pay attention here! The client can get
into a lot of trouble if data and security aren’t handled properly.

Consider how data is being collected and stored, the security of financial trans-
actions and whether the product must be PCI-DSS compliant, and whether all
steps have been taken to mitigate fraud.

InVIsIBle DRAFTS AND QUESTIONS. Requirements definitions are like schematics—


errors they start out as rough sketches. Initial drafts will be peppered with questions.
some of the hardest You’ll then work with the client to address these questions as the requirements
errors to find are errors
definition is reviewed. For a moderately-sized project, it’s not unusual to make
of omission. first, make
sure you’ve thought of dozens of major updates to the document.
the features necessary for
every interaction. then,
as documents are created Project management checkpoint
make sure features aren’t The RD, while written in plain language, is written primarily by the technical
accidentally omitted.
team. Make sure that the technologists are itemizing what features will be built,
not how they’ll be built. It’s easy to go down that path, but until the end prod-
uct is finalized with the client—in the development approach—it’s not neces-
sary to think through the execution.

E Always review new documents and deliverables against previously


approved ones. Do this before every meeting and presentation with
the client. You never want to give the client options that are outside
scope or that conflict with what was presented earlier.

Effectively presenting documents to


the client
As critical documents are presented to clients, frame information in ways that
make sense to people who aren’t used to reading through and visualizing this
kind of information.
INTERACTIVE PROJECT MANAGEMENT 101

How to do this
USE PICTURES. Info-graphics, charts, or illustrations can help explain complex
information. Do whatever it takes to help clients get their heads around all
the details.

THINK ABOUT THE CLIENT AS A USER. Approach the client’s experience as


you would a user’s experience with a website. The client is a user of your ser-
vices—your ideas, assessments, and plans. The difference between an okay team
and an excellent team is evidenced in how information is presented to the client.

READ THE ROOM. If the way you’re presenting information doesn’t seem to
resonate with the client, change it up. Ask them what you and your team can
do to make it more effective. Stress that you really need them to understand
the information that is being presented to make sure the end product is as
effective as it can be.

Project management checkpoint


Ultimately, the project manager spends a good portion of this project defini-
tion stage communicating information to the client. And it’s frequently stuff
that’s abstract (information architecture) or technical (RD) which generally
makes it harder to keep the client engaged. It’s the project manager’s and
internal team’s duty to communicate the information clearly.

Stress to the client that it’s key they participate and make sure they know they
have a critical role in determining the accuracy of the documents. The earlier
the client recognizes something is missing, unnecessary, or incorrect, the better.

Recommend a solution
You’ve developed a smart strategy and Ux brief, you’ve outlined high-level
content strategy and information architecture, and enumerated a requirements
definition that articulates the project in features and other technical require-
ments. Now it’s time to figure out what can be done, how long it will take, and
how much it’s going to cost.

Where the beginning of Research & Planning is about possibility, the conclu-
sion is about reality. Reality comes in the form of the final document in this
phase, the development approach.
102 cHAPter 7 : ProJect defInItIon

Estimate the project 4

Arriving at a realistic estimate is much easier once the high-level content strategy
and information architecture is completed and the requirements definition is done
and approved. With that, the team has the information they need to produce a
reasonable estimate of the time and money it will take to build the end product.

Gather your entire team in a room to review the features, the content needs,
and the overall volume of work. Use the individual team members’ expertise to
create the most accurate estimate of how much time it will take them to com-
plete their own tasks.

estImAte As Encourage them to be responsible to themselves and the client. In other words,
A teAm don’t radically underestimate time just to secure the project (but then fly
estimates are more through hours without completing the work) or radically overestimate just to
accurate when the
cover your you-know-what (and potentially waste the client’s money). Prepare
team sees the budget
as something they estimates as a range that is both reasonable and accurate.
contributed to instead of
something that’s forced At Clockwork, we show a diagram to illustrate the relationship between key
on them. this increases moments in the process and estimate accuracy (Figure 7.3). With this, the cli-
their sense of personal ent sees that an estimate at this stage is far more accurate and realistic than any
investment in the project.
they’ve seen in prior documents. (And this isn’t the first time the client sees this
chart. We talk about it in the sales process as well.)

FIGURE 7.3
This diagram5 shows
how the estimate of
cost range increases in
accuracy as the project
approaches completion.
When the project first
starts, the estimage
range is wider than after
Research & Planning,
when the development
approach plan is
presented. While there’s
still a range, the expected
costs are far more
accurate.

5 Adapted from a diagram published in Boehm, Barry et al., “Cost Models for Future Soft-
ware Life Cycle Processes: COCOMO 2.0,” Annals of Software Engineering 1 (1995): 57-94.
INTERACTIVE PROJECT MANAGEMENT 103

While there’s still a range to our estimate, it’s a lot smaller than it was when the
project started. At this point, the client and the team have to agree on a
number that may be a little too high, or a little too low, but which both
are willing to live with.

Prepare the development approach


The development approach is the “Let’s do this!” moment (Cheat Sheet 005).
It outlines the final estimate for the project, and provides the context and rea-
soning behind the bottom line. It summarizes the team’s final recommendations
for the end product based on findings from Research & Planning.

How to do this
PROVIDE CONTEXT. At times, this can be a sobering dose of reality for the cli-
ent. This document shows them exactly what things cost and how long they take.
Anyone who’s ever worked on any kind of project knows this can be tough infor-
mation. Budget and timeline realities are often difficult to anticipate unless you’re
very familiar with the business (and this is the case with nearly every industry;
think of how many car repair estimates have made you gasp!). That’s exactly why
you need to give the context and logic behind it all. While this doesn’t make the
bottom line any different, it makes it a little easier to understand.

THINK SCALABILITY. All projects come down to a balance of scope, budget,


and time. Interactive products can, and should, evolve. Help clients see where
and how their project can be broken into phases. Not every feature needs to be
done in the first release. Compare the short-term budget and timeline against
long-term objectives and needs. What needs to happen now? What can roll out
later? And what will create the right foundation for the future additions?

Writing a thorough and helpful development approach and proposing phases


will help the client see past the bottom line figure toward an overall project
that’s manageable.
104 cHAPter 7 : ProJect defInItIon

CHEAT SHEET 005

Development Approach
aka The Agreement
The development approach summarizes the project scope, recommends an execution plan, and
provides an estimate of how much it will cost to deliver.

OWNER: CONTRIBUTORS:

RELATIONSHIP ACCOUNT PRODUCTION CREATIVE LEAD TECH LEAD


MANAGER STRATEGIST LEAD

PROJECT MANAGER

DESCRIPTION: SPECIAL CONSIDERATIONS:


The development approach is the plan and estimated cost to design • Estimating is hard and takes practice. Use
and implement the agreed upon features. It’s the result of many the development approach to track and
internal discussions in which content, features, technical analyze estimated versus actual costs.
requirements, and user experience architecture were outlined and
• Consider having multiple team members
estimated.
present the development approach to the
The development approach often recommends ways to fit the client tag team style. For instance, the
project goals into the original scope, time, and budget by tech lead should talk about platform
presenting a phased approach or feature reduction. It helps clients options and features from the RD, the
make project decisions. project manager should talk about
dependencies, assumptions, timeline, etc.
It takes a lot of back and forth to finalize the development
approach. Once it’s done, it becomes the contract for the rest of the
project.

The Agreement
LOCATION IN THE PROCESS:
INTERACTIVE PROJECT MANAGEMENT 105

Present the development approach to


the client
The primary function of the development approach is to communicate how onlY InclUde
much the end product will cost and when it can be done. It’s crucial to present wHAt’s PossIBle

these hard facts with directness and care. don’t put a development
approach that you can’t
deliver on in front of the
How to do this client. Before you present
the document, review
COMMUNICATE THE TRUE SCOPE OF RECOMMENDATIONS. The development resources and timing so
approach shows a clear breakdown of how each feature contributes to the overall the moment the client
scope. More importantly, it recommends ways to solve any problems caused by agrees to the project,
tasks can start.
misalignment between budgets, timeline, and scope. Even the most daunting gaps
between seemingly fixed details like scope and budget are received positively
when the news is coupled with solid plans for moving forward.

EXPLAIN THE ASSUMPTIONS AND ESTIMATE. The assumptions and the


final cost are the constraints that affect the scope of recommendations. These
details help the client see the parameters that frame the project. Describe
everything that’s included in the estimate, and everything that’s assumed
about the project.

EMPHASIZE COLLABORATION. This document always changes between our


first presentation and the final approval. Always. We open the conversation
with the tone: “This is what we think should happen and why. What do you
think?” This starts the conversation off on the right foot: Clients know we want
the document to align with their vision and meet with their approval. We don’t
want clients to see the development approach as something that’s being done
to them, but as something that’s being done with them.

At this point, three things could happen: The client and team solidify the
development approach together and move forward with the project, the cli-
ent could take the Research & Planning documents and shop around for other
estimates, or the client may decide to postpone the project (or abandon it
altogether). All of these are possibilities and realities of the industry.
106 cHAPter 7 : ProJect defInItIon

E We encourage clients to seek other estimates based on our


Research & Planning documents. We believe in our work and
know that obtaining other estimates gives clients confidence
and peace of mind. It’s always productive to get a second (or even
third!) opinion, and we never want clients to work with us if they
have any doubt about the quality or objectivity of the partnership.

Takeaways
At first, it may seem like there isn’t much happening during the project defini-
tion stage because the deliverables don’t look like the end product. They’re
lists, tables, explanations, and reports. But they start to tell the full project
story. When done well, these documents progressively clarify the project. They
capture information and provide direction. As a whole, they sharpen the focus
of the big picture. And that’s pretty exciting.

The Research & Planning phase sets the project up for success. It ensures that
the right thing is being produced in the right way, minimizes surprises, and
maximizes collaboration. Furthermore, it creates buy-in among your team, both
internally and client side. They all contributed to some part of the research
process, so they’ve all had a hand in defining the work.
8
PROJECT
PRODUCTION
Let the fun begin

This is when we start making stuff. Content! Design! Code! Whee!

In this chapter, we’ll discuss


n The perfect project manager
n Front-end track: Pushing pixels
n Development track: Slinging code
n Convergence: Bringing the tracks together

IN
T H IS C H A PTER
108 roduction

I
n the production stage, activity centers on delivering what was defined in
the Research & Planning phase. Many tasks are being done concurrently,
and there’s a constant back and forth between people and departments.
The potential for details to overlap, collide, or completely miss each other is in
code-red zone.

If the Research & Planning phase was executed well, the team members should
understand one another and also understand where the project is going. How-
ever, even with some of these variables ironed out and documented for easy
reference, thinking, analyzing, ideating, and motivating are still critical. Execut-
ing a plan is more difficult than crafting one. So, buckle up.

Project management superstar!


Given the number of activities being done across the team, the production
stage is particularly challenging for the project manager. Here’s where you have
the most moving parts and each expertise area actively producing work. And
as each deliverable is completed, it has to align exactly with all the others. No
pressure, though. It just has to align exactly.

The only way to ensure that the entire Production & Deployment phase rolls out
smoothly is through excellent project management. The project manager must
keep all the minutiae, people, and tasks aligned, while keeping the big pic-
ture in mind. Get into full stealth mode. Be everywhere. Know everything.

There are two important project management concepts we’ll revisit through-
out this stage.

RIGOR. How the team executes and reviews deliverables is key during this
busy period. The purpose of all reviews is to push the whole team toward the
best work possible. Effective reviews ensure that all perspectives are consid-
ered and that everyone is on the same page.

AGILITY. Changes are inevitable and necessary. The end product gets more and
more defined as launch day approaches, so little—and sometimes very big—
things get altered along the way. The trick is to accommodate these changes
intelligently without the project jumping on a fast train to Crazytown. The later
changes happen, the more money and time they cost (Figure 8.1). But refusing to
accommodate changes won’t make your client very happy. Find a balance.
INTERACTIVE PROJECT MANAGEMENT 109

FIGURE 8.1
This illustration shows
how the cost of change
increases as the project
moves from research to
deployment.1

Hold a production kickoff meeting1


A production kickoff meeting with the internal team loops the existing mem-
bers of the team back into the project, introduces any new team members, and “RE”-TaSKS

gives everyone a chance to get acquainted with the scope and goals now that Reviewing, recapping,
and re-meeting ensure
it’s execution time.
that the team is on track.
There are three critical tasks that should happen in the re-kickoff meeting: and refamiliarizing the
team with the documents
document review, tactical thinking, and establishing timelines. and scope directly affects
the accuracy of the
proceeding work. The
Review and update documents cost of doing this early
Keeping all project documents up-to-date is essential to staying on track. Audit on pays off in having
fewer “re”s later—
the approved documents to ensure that details are still accurate.
like reworking, revising,
or regretting.
At the outset of the project, you assembled a core team. Now that you’re shift-
ing from Research & Planning to Production & Deployment, make sure the
management plan still reflects the right team members and the communication
plan as it’s playing out. If anything has changed, edit and re-route to the inter-
nal and client teams.

1 This diagram is adapted from Barry Boehm’s findings published in Software Engineering
Economics (Prentice Hall, 1981).
110 roduction

After the approval of the development approach, the team knows the exact
scope of the project. Update the requirements definition to reflect what’s actu-
ally being built. The RD should itemize only the features that were approved;
remember, it’s the written version of the final end product.

Think tactically about next steps


SPOTTING Ultimately, your team has to walk away from this meeting with something to
ROaDBLOCKS do and a clear idea of how and when to do it. To get the team to that point,
Listen for team members discuss what needs to happen and in what order.
saying things like, “I can’t
start that until…” To create the best tactical plans, ask yourself:

n■ What tasks can we start now? What should be done in the short-term
to make the long-term milestones achievable?

n■ Which tasks cross expertise areas, and thus need to be done in a


specific order?

n■ What features or tasks should be done in an iterative style (create, review,


refine, review, and so on) and which ones should be done in a waterfall
style (sequentially)?

Establish timelines
Once the deadline is known, short-term and long-term milestones must be
determined. The project manager leads this task, but setting milestones as a
team is the most effective way to set realistic time frames, and ensure that team
members feel a sense of control over what they’re being asked to do.

TIP: Show, don’t tell


When clients push for an aggressive schedule, use the timeline to show them how quickly they
will have to provide assets and approvals. At times, this gets them to ease up, because while
they don’t necessarily understand how long things take in the interactive industry, they do
understand how long things take in theirs (“Oh no, we’ll never get approval in two business
days. Yes, let’s push out the due date.”). Overly aggressive timelines affect everyone.
INTERACTIVE PROJECT MANAGEMENT 111

Here’s how to build a useful timeline: IMPORTaNT


DaTES
GET ONLY AS DETAILED AS NECESSARY. Aim for a balance between rigor
Two critical milestones
and agility. This doesn’t mean fly by the seat of your pants; it means don’t over- to define early on are
complicate things. when you expect clients
to review and to approve
YEAH, BUT…What about detailed work breakdowns, dependencies, and things.
durations? How am I supposed to make a Gantt chart out of this?!

GLAD YOU ASKED…This is, admittedly, a lean approach to timeline


production. But it works. The best timelines are detailed enough to ensure
LITTLE
that disparate elements are well orchestrated, but not so detailed that
WhITE LIES
any change requires hours of work to reconfigure. The key is to provide
It’s tempting to give your
guidance about timing and expectations for due dates, and to let the
team earlier deadlines to
people on your team make good decisions within those parameters. If the create “extra” time—like,
only person on the team who can understand or update the timeline is tell them Monday when
the project manager—it’s too complicated. you don’t really need it
until Tuesday. Be careful
ASK FOR INPUT. People work better when they have a say in managing their with that; if the team
catches on they’ll stop
time. Use the team’s experience to determine reasonable durations for tasks.
following the deadlines
They have the best handle on how much time it takes to do their work. you give and assume they
have more time hidden.
BE REALISTIC. Be responsible to your team and the client when determining
timelines. Things like other projects, sick days, and delays will happen, so pro-
actively account for them. If the client pushes for a shorter project calendar,
explain why you need the time you do or resources you require. Be clear, but
also be collaborative. Make sure they know you’re trying to work with them to ShaRE
get the best product in the best time. RESOURCES
In companies with
more than one project

Coordinate information among your team manager, team members


may have conflicting
Elements within interactive projects are ridiculously interconnected; nearly deadlines. When those
situations arise, don’t
every detail has some effect on another area. As you move through the entire burden team members
Production & Deployment phase, there are a lot of deliverables produced by with the job of figuring
many people. Because deliverables have to align exactly, you will find yourself out which project is
more important. Project
constantly coordinating information among your internal team.
managers should
negotiate resources,
Successfully reviewing the deliverables is crucial to achieving full-team collabo-
set priorities, and, if
ration and engagement as well as accuracy. We hold two types of review meet- necessary, renegotiate
ings: departmental and internal. deadlines.
112 roduction

DEPARTMENTAL REVIEWS are performed among people within a single


expertise area and are designed to push each other to do better work.
As a group these people examine discipline-specific work across the
company’s projects. The purpose is to evaluate the deliverable against com-
pany standards.

INTERNAL TEAM REVIEWS involve the project team, which includes a


cross-section of disciplines. Team members review the work to ensure
that it meets the project standards and goals. Internal reviews are about
thoughtful approvals and careful evaluation.

how to have successful review meetings


aGENDa Reviews are especially critical in the production stage because the further
INPUT along a project gets the more expensive it is to make changes. People hate
Other team members meetings, but they aren’t the problem—mismanaged meetings are. Don’t let
should be able to
them happen!
contribute to the agenda.
Send out an email in ROUTE DOCUMENTS. Send out all deliverables for advance review.
advance and ask if
anyone has points they HAVE A CLEAR MEETING OWNER. A single person should create an agenda
want to address. That
way, people won't feel
and lead the review (cue: project manager.)
like they're hijacking the
USE THE DOCUMENT TO GUIDE THE REVIEW. But, please, don’t read the
meeting if they have
something they need to deliverable out loud. There’s nothing more painful than sitting through a dra-
talk about. matic reading of project documentation.

E The project manager and strategist should take on the role of cli-
ent when reviewing the team’s work. Have team members present
their work at the internal reviews. If nothing else, it’s a good dress
rehearsal for the client meeting.
INTERACTIVE PROJECT MANAGEMENT 113

Front-end: Pushing pixels


As we mentioned in Chapter 7, “Project Definition,” front-end doesn’t come
before back-end, but books are linear and we had to start somewhere!
As before, things are happening concurrently and collaboratively.

Finish the content strategy and


information architecture
In the Research & Planning phase, the high-level content strategy and informa-
tion architecture outlined what kind of work was likely going to be required.
Now that we know what’s being built (from the development approach), the
team looks more closely at what actually needs to be done to create a produc-
tive, meaningful, and successful experience for the end user (Cheat Sheet 006).

Think of this as a gap analysis: You have rough plans from the Research & Plan-
ning phase and you know the end product, so now you determine what has
to happen to turn the plans into a usable thing. The project type and scope
determine the exact deliverables; some products may need very specific docu-
ments, while others may have more flexibility.

Fine-tuning content strategy


Most projects require at least one of three core content strategy deliverables: a CONTENT NEVER
content audit, a content matrix, and content guidelines. STOPS
Content development is
The content audit, initially started in the Research & Planning phase, outlines ongoing. after launch,
existing content. A content matrix lists pieces of content that need to be pro- content will continue to
duced and the plan for executing it. Finally, content guidelines articulate the be created, published,
edited, and removed
necessary information to guide the creation of content. from nearly every product
you make. Content
Successful detailed content strategy deliverables will: strategy ensures that this
is planned for.
n■ Isolate what’s needed now and what will be needed in the future to
maintain the product and continue achieving goals.

n■ Think about who is creating content, and how it will be managed.

n■ Determine how content will be developed, initiate a copy deck, and


assign responsibility to whoever will be completing it.
114 roduction

CHEAT SHEET 006

Detailed Content Strategy & Information


Architecture aka The Blueprint
Detailed content strategy and information architecture define and communicate the
organization of content and interactive behavior of the product at the page level.

OWNERS: CONTRIBUTORS:

PRODUCTION ACCOUNT CREATIVE LEAD TECH LEAD


LEAD STRATEGIST

USER EXPERIENCE CONTENT STRATEGIST


ARCHITECT

DESCRIPTION: SPECIAL CONSIDERATIONS:


Detailed content strategy and IA deliverables create a robust • The user experience architect must
blueprint referenced by all expertise areas. They pick up where align specific content and interactions
high level deliverables left off and outline exact content and user with the overall strategic goals and
interactions that make up the final product. Together they show specific features.
the design and front-end development teams what’s needed to
• Because IA is visual in nature, it can
create a productive user experience.
be useful for gathering early usability
The team finishes the content audit started in planning, and feedback before features are built.
completes a content matrix and content guidelines. These ensure
• Several iterations are typically needed
that current and future content align with project goals. Detailed IA
before everything is approved.
thoroughly accounts for all features and functionality in wireframes
and verifies that all user interactions have been accounted for and • Remember to cross-reference these docs
given appropriate emphasis and consideration. with the RD.

The Blueprint
LOCATION IN THE PROCESS:
INTERACTIVE PROJECT MANAGEMENT 115

Finalizing information architecture


First, review any deliverables produced in the Research & Planning phase to
assess their accuracy. Make edits to get your documents up to date. Then, dig
deeper. This will mean going into more detail within the documents you have
as well as possibly creating more. As with the high-level work, the deliverables
vary depending on the project. As the project manager, work with the UXA
team to think about exactly what needs to be outlined to organize and hierar-
chize information appropriately.

Effective IA will:

n■ Outline how the user interacts with each functional element (What happens
when it works? How are errors dealt with?).

n■ Take into account any standard conventions that may dictate IA, for
example, whether there are product-, platform- or brand-specific interfaces
and content that should be considered.

n■ Examine which interactions need further elaboration for design.

n■ Determine detailed content features and information hierarchy.

Project management checkpoint


RIGOROUS REVIEW. Internal team reviews for content and IA are absolutely COMPaRE Ia
critical. Both of these disciplines—and their deliverables—affect so many parts aND RD

of the end product that all eyes must see what they’re delivering. It’s easy for Ia and RD to
get out of alignment, so
Help your team have effective review sessions. Ensure that content needs are make sure the two teams
accounted for throughout the IA and RD. As development progresses, make sure are looking closely at
each other’s deliverables.
the development team pays close attention to how their features align with IA. Many a project team has
been foiled by a feature
ACCOMMODATING AGILITY. As the project progresses, the client sees more sneaking into the Ia that
tangible versions of their product and they start to better understand what wasn’t in the RD. It’s best
they need and want. For example, seeing a wireframe can clarify a feature in a if the two documents
cross-reference each other
way that makes more sense than that same feature described in the RD. These
using feature numbers
realizations happen a lot at the detailed content strategy and IA stage. And (for the RD) and page
they may change the direction of some features. If changes occur, consult with numbers (for the Ia).
other team members about scope impact, and edit other documents or deliv-
erables that may be impacted.
116 roduction

Refine creative ideas


The road leading to a final design varies based on a few factors: the size and
duration of the project, the complexity of the user interaction, the intricacy
of client brand standards, and the size of the project team (and within that,
the design team).

To begin, designers should reference the strategy and user experience (UX)
brief, especially the creative considerations section. Then, they refine.

align with the client


DESIGN MaKES a One of the biggest challenges with design is making sure that the design team
DIFFERENCE understands what the client wants from a visual standpoint. Design goals are
Good design serves often written as adjectives within the strategy and UX brief, leaving it open for
the goals, prioritizes
interpretation. For example, “Clean and Modern” can mean one thing to one
information according
to end user and business person and something completely different to another. Here are some helpful
needs, and pushes the exercises to make sure you’re on the same page.
product from usable to
enjoyable. INSPIRATION SITES. Ask the client to identify web sites that they like from a
design standpoint, and more importantly sites that capture the desired look
and feel. Ideally, the designer can then hear first hand what the client likes and
dislikes about each.

STYLE GUIDES. Many clients have an existing style guide or brand guide, and
in those cases it is very important to walk through this document together.
When one does not exist, it is often very helpful to pull together a condensed
version, reiterating the things you know about an existing brand.

MOODBOARDS. Moodboards bring together different design elements,


everything from website screenshots to photography and typography samples,
to evoke a particular feeling or mood. You may get buy-in of an overall direc-
tion, or you may get specific feedback about individual elements; either way
it’s helpful to make sure you and the client are on the same page.
INTERACTIVE PROJECT MANAGEMENT 117

THINK ABOUT: Sharing your process


Many clients enjoy seeing the creative process, and it can often lead to a more effective design
time if you get feedback along the way. For example, a client might call out a sketch that they
really like or they might catch something that they don’t like. This can save a lot of time. It also
has the added benefit of getting early buy-in from the client, increasing the chances that the
concept presentation will be successful.

Explore conceptual models


Once you have a good sense of what the client wants from a look and feel
standpoint, it’s time to explore a range of approaches to execute. Conceptual
models help provide structure to this brainstorming activity and push the
designer to explore multiple solutions. Some of the more common conceptual
models are described below.2

SPECTRUMS. A spectrum (Figure 8.2) works well when you’re exploring two
opposing approaches. For example, you might want to sketch one layout that
is close to the client’s brand and one that pushes the brand.

2X2S. A 2x2 uses two sets of adjectives along axes to create a quadrant of
ideas. Examples include, Polished/Authentic and Close to brand/Push the
brand. The result would be a quadrant with the four possible combinations
of those attributes.

GRIDS. A grid is useful when you have more than two spectrums to explore
and can be used to generate an almost infinite number of layout options.

FIGURE 8.2
This graphic shows an
CLOSE PUSH example of a spectrum
TO BRAND THE BRAND drawing. More complex
versions of the spectrum
concept are 2x2s and
grids. The axis values
for any concept model
should be attributes that
help the team find a
2 The conceptual models presented here are taken from Leah Buley’s work, found at visual solution.
[Link]
118 roduction

CHEAT SHEET 007

Design Concepts
aka Painting with Pixels
Design concepts are mockups of the prominent screens in the end product.

OWNER: CONTRIBUTORS:

CREATIVE LEAD USER EXPERIENCE CONTENT


ARCHITECT STRATEGIST

DESIGNER

DESCRIPTION: SPECIAL CONSIDERATIONS:


Design concepts bring together information architecture and all • Give the internal team a chance to weigh
visual exploration work (moodboards, concept sketches, etc.) into in on interactions, functionality, and
mockups that closely mimic the final product. They allow the client content before presenting to the client.
to see how the final product will look and ensure everyone is
• When presenting design, reference project
aligned on visual direction.
goals and explain how design elements
Typically two or three concepts are presented to the client, exploring achieve those goals.
a range of visual styles as well as options for how to approach the
• Think about ways to emulate the final
treatment of content through photography and typography.
product environment. For example, you
may want to have laptops, tablets, and/or
mobile devices available.

• When possible use real or close-to-real


content in mockups.

Painting with Pixels


LOCATION IN THE PROCESS:
INTERACTIVE PROJECT MANAGEMENT 119

THINK ABOUT: Design and functionality


In interactive projects, design implies functionality. In other words, the design must indicate
which elements have interactive properties, suggest the outcome of interacting with those
elements, and deliver on that promise to the end user. When something looks like a link to
another web page but behaves like a “Download PDF” button, a promise has been broken.

Consider how interactions can be most effectively communicated in design concepts. This
depends on the complexity of the project, the team’s skills, and the availble time and budget.
Encourage the team to collaborate and get creative. A static concept in Photoshop might do
the trick, but it doesn’t have to be the only option. Keynote for iPad can be used to simulate
iOS transitions; Flash can simulate site scrolling effects; InVision, OmniGraffle, and ProtoShare
can create lo-fi page layouts and linking.

Design and user experience are quickly moving toward a prototyping and “design in the
browser” model. Try it!

Create design concepts


The first set of concepts is usually based on one screen (which one is up to the STaRT WITh
team but, for a website project, it’s typically the homepage). These concepts COMPLEX

introduce the design motifs and overall feel of the product (Cheat Sheet 007). On a content- or
interaction-heavy site,
They take into account the brand standards, and apply these to the functional-
encourage the team to
ity, content, and architecture that have been established in the IA. The number develop concepts for
of unique design concepts presented depends on timing and budget, but a very complex page
three is the magic number. (versus the homepage
or the first screen of an
app). This ensures that,
Project management checkpoint from the beginning, the
design can accommodate
RIGOROUS REVIEW. Both departmental and internal reviews of design the complex interactions
concepts are necessary. The team needs these to ensure this highly-charged required or handle the
amount of content.
deliverable is as polished as it can be.

In internal reviews, let everyone weigh in on design. Disallow comments like,


“I don’t really like blue,” but encourage insight, questions, and additional ideas
from expertise areas, such as, “What if the client wants to put photos over
there?” or “Where is the login area?” or “We could take that idea a step further
with JavaScript.”
120 roduction

PRESENT Think like the client when reviewing concepts and work with the design team
UP on perfecting what’s presented. Ensure that the team is anticipating the client’s
Design department reaction and concerns, gathering data to support design decisions, and aligning
reviews are frequently
the concepts with all project facts.
reviews with a creative
or art director. Share
designs with them to
ensure the concept is
Presenting design to clients
pushed to be the best it Presenting design concepts can be a very charged moment for the project.
can be. People connect emotionally with design: they often have personal, subjective
reactions to it and frequently have strong opinions. Moreover, this is the first
time when the client sees their vision in something that feels real. Thoughtful
planning and collaborative work creates a productive environment.

ShOW Think about how to make it effective for the client to give good feedback and
VaRIaTIONS your internal team to receive good feedback.
Show how the design
changes in liquid layouts, SELL YOUR THINKING. Go through the reasons and rationales for the deci-
responsive layouts or sions you made and the conclusions you came to. Share the logic or the expe-
full width and/or height rience your team went through to get to concepts. These are solutions, not
sections of the layout
or at different screen just designs. (“Your target audiences are very specific, and very different, so
resolutions. we wanted to make a screen that was clearly divided between users while still
maintaining the overall feel of the brand.”)

EXTERNALIZE THE DEBATE. Don’t make it about one person’s preference


or opinion versus another’s. Center the conversation on the goals, strategies,
requirements, and restrictions that were laid out in the Research & Planning
phase. Refer back to the documents and decisions that the project is built on,
and that support the designs. (“According to the research, the number one
thing users want is quick access to sign-in. That’s why we placed it centrally
on the main page.”)

ASK FOR PROBLEMS, NOT SOLUTIONS. Encourage clients to focus on what


they like or don’t like, not how to solve it. The classic example is the “make the
logo bigger” conversation. When feedback becomes direction, try to ask ques-
tions that lead back to the underlying issue. “Okay, I wrote that you’d like the
logo bigger in our meeting notes. Are you suggesting that because the brand-
ing just doesn’t feel strong enough?” Digging into the driving factors helps to
position your team as critical thinkers and problem solvers, not just order tak-
ers. (But, sometimes you will have to just make the logo bigger.)
INTERACTIVE PROJECT MANAGEMENT 121

Project management checkpoint


Because design can be so emotional, personal, and subjective, projects can get FOCUS ThE
mired in extensive rounds of revisions. Scope alert! FEEDBaCK
Not everything about the
Keep the client focused on making decisions and moving forward. Gentle design has to be “final”—
reminders about due dates for final feedback or the number of revisions that things like headline styles
are in scope can help focus attention and encourage approvals. and colors can easily be
revised after production
As the design team receives the feedback, remember that it can be difficult to (or even launch). If
the client is fixating
hear. Help translate feedback into constructive criticism. on details that can be
easily changed later,
help them focus on what

Moving from design to front-end essentials need to be


approved for the project
development to move forward.

Where the documents in Research & Planning were foundation for the proj-
ect, plans in the Production & Deployment phase are discipline-specific. The
project comes into clearer shape as the front-end development team uses the
design concepts to create clickable interfaces that the end user can interact
with (in cases where design prototypes were created, front-end development
may be taking those to a more finished, functional state).

The deliverables in this stage all feed into the first, full-sized example of the
end product: the development version.

Create the production plan


Front-end development brings design and functionality together into an inter-
face that can be used intelligently and easily by users. This is an important junc-
tion of design, back-end development, and content.

As the planning deliverable for the front-end development team, the produc-
tion plan walks through every feature and design element to figure out the
best way to build it (Cheat Sheet 008).

The production plan is a very technical document read mostly by the front-end
developers and tech leads; it’s rarely presented to the client. (Of course, it’s
available if they want to see it, but it probably won’t be very meaningful.)
122 roduction

CHEAT SHEET 008

PUSHING
THE PIXELS Production Plan
aka The Screenplay
The production plan defines all production tasks necessary to accomplish the list of
requirements itemized in the information architecture and requirements definition.

OWNER: CONTRIBUTORS:

FRONT-END USER EXPERIENCE TECH LEAD CREATIVE LEAD


DEVELOPER ARCHITECT

PRODUCTION LEAD

DESCRIPTION: SPECIAL CONSIDERATIONS:


The production plan facilitates a thoughtful approach to front-end • The RD is the what, the production plan is
development tasks. It provides recommendations, definitions, and the front-end how, and the development
plans to build the features and functionality listed in the RD, UXA, plan is the back-end how.
and design.
• Front-end development should work
As a planning document, the production plan communicates how closely with designers to ensure that all
to build the final product. It defines development environments, design details are clearly articulated.
outlines how features and interactions will be completed, and
• All tasks should align with specific
considers technical and creative details. Outlining tasks makes it
features in UXA, the RD, and design
easy to assess remaining work, enables problem solving, and brings
concepts.
to light any dependencies or open questions.
• Think about individual front-end
This document is a road map for the front-end developers: It helps
developers’ levels of expertise when
them work efficiently and empowers them to resolve obstacles
outlining tasks; different developers will
before they become bigger issues.
need different information.

LOCATION IN THE PROCESS: The Screenplay


INTERACTIVE PROJECT MANAGEMENT 123

align expertise areas


Front-end development converges with three expertise areas: content, design,
and back-end development. It’s critical that as the front-end team moves for-
ward, they’re aligned with the work and direction within those disciplines.

CONTENT. Final production deliverables articulate what content is needed and


where it’s needed, ensuring that all content in the end product, as it’s being
built, aligns with the needs and plans of the content strategists. As the product
is finalized, you don’t want a last minute rush to obtain content for easily-over-
looked areas of the product.

DESIGN. The front-end developer’s role is to bring the design to life, so she IDENTIFY
needs to know exactly what the designer has in mind with the concept. Both ROaDBLOCKS

design and front-end developers are responsible for a successful handoff. Tasks can get held up
between front-end
Design should be sure they’ve made the details clear and front-end develop-
development and
ers need to make sure they’re getting everything they need. back-end development.
The production plan
BACK-END DEVELOPMENT. Front- and back-end teams have to coordinate is a perfect place for
when and how they want to hand work back and forth. The two teams should the front-end team to
work together to plan the order in which features are handed off. The goal is identify what tasks are
being blocked, or will
to keep work moving through each discipline’s workflow without getting hung
likely be blocked, by back-
up. As a project manager, you don’t want either team waiting on the other. end development.

Front-end development vs. back-end development


It’s not easy to see the difference between front-end and back-end work
because they’re well integrated in the end product.

FRONT-END DEVELOPERS produce code that powers the elements of the


end product that users see and interact with. This means developing screens,
forms, and interactive elements, such as what happens when a user clicks some-
thing. Front-end developers make sure elements are presented in a usable way.

BACK-END DEVELOPERS produce code to power the mostly behind-the-


scenes, functional elements of a product, such as how user-entered data is
passed from a web page into a database. Back-end developers make sure the
product works.

Remember what we said earlier about everything being ridiculously intercon-


nected? This is the kind of stuff we were talking about.
124 roduction

Produce themes
What we call themes are sometimes referred to as templates, but that just
sounds so restrictive. And they really shouldn’t be restrictive, so we’re sticking
with themes (Cheat Sheet 009). If the design concepts were the first glance at
what the end product will look like, the themes are the first glance at what the
end product will feel like to the user.

The goal is to balance design consistency with content flexibility and layout
variation. The design concepts are adopted and riffed on, and the IA guides the
layouts. The creative team shouldn’t be threatened by this; they don’t have to
dictate every pixel. On the other hand, front-end developers shouldn’t take this
as carte blanche to do their own thing. The design team is going to be looking at
this again later!

ThEME Themes provide the master structure for any given page. For example, “internal
ROULETTE two-column theme” may be used a number of times, but what appears on the
Pick a random page from actual screens will change. Individual pieces of content—images, blog entry,
the content matrix and
headline, body copy—create the individualization necessary for the product to
ask: how would this page
work with the available make sense. That’s what allows the pages or screens to feel unique and appro-
themes? priate for that page, while still giving users a predictable experience.

Project management checkpoint


The project manager’s role during this production period is ensuring that each
team has all the information needed to keep the project moving forward.
Any constraints or dependencies should be flagged early on and managed
between the project manager and the team.

The front-end developer will likely be less familiar with the project than those
who’ve been intimately involved since Research & Planning. Check in with the
front-end developer right around the design handoff; often she’ll have ques-
tions that a project manager can answer off the top of her head. Make it as
easy as possible for them to jump in and start work.
INTERACTIVE PROJECT MANAGEMENT 125

CHEAT SHEET 009

Themes
aka Making It Click
Themes translate design concepts, user experience architecture, and features into flexible
templates that comprise the fully functioning end product.

OWNER: CONTRIBUTORS:

PRODUCTION BACK-END USER EXPERIENCE


LEAD DEVELOPER ARCHITECT

FRONT-END DEVELOPER

DESCRIPTION: SPECIAL CONSIDERATIONS:


Themes are templates that create the fully-developed end product. • All expertise areas review the themes
They’re consistent and flexible iterations of the design concept and because they affect all elements: features,
they dictate how users interact with features and what everything content, and design.
actually looks like.
• Consider all browsers, devices, search
Themes are the intersection of content, design, user experience, engines, printers, social media sharing,
and functionality, and they create a predictable interface for the operating systems, connection/rendering
user. They make the end product look good and work well with speeds, and any other delivery methods
content of varying types and lengths, provide structure and layouts when producing themes.
for all screens within the product, and enable easy use and
management of content regardless of technical features.

As the foundation of the end product, they must be produced with


solid code that stands the test of time.

LOCATION IN THE PROCESS: Making It Click


126 roduction

Back-end: Slinging code


Back-end development builds the engine that makes the end product run. And
this requires just as much thinking as it does action.

Deliver a development plan


STaRT ThE As the planning deliverable for the back-end development team, the develop-
TEST PLaN ment plan details how each feature and functional element will be built (Cheat
Testers should start Sheet 010). It’s for developers, by developers.
writing the test plan
now. as developers The primary purpose of this plan is to maximize foresight and minimize mis-
work through features, steps. The development team should mentally walk through the code that has
the testers can
simultaneously work to be written and what exactly needs to be done. Our team often sits together
on how to test those and goes through the requirements, one feature at a time, and outlines a plan
features. The two groups for every item. Measure twice, cut once.
will end up challenging
each other to refine and This document evolves and changes while each feature gets fully outlined.
implement the features.
Some initial coding may begin before it’s officially approved, but most of the
development will start once it’s done.

In many ways, this is a direct parallel to the front-end production plan: it’s a
step-by-step plan, a technical document used primarily by developers, and it’s
rarely presented to the client. (Like the production plan, it’s available to clients
if they want to see it, but probably won’t be very meaningful.)

Project management checkpoint


RIGOROUS REVIEW. Client reviews are generally nonexistent when it comes
to the development plan. But departmental reviews are essential. Most proj-
ect team members don’t know enough about development to provide use-
ful feedback here, but other developers can recognize if there’s something
wrong or missing.

The project manager isn’t necessarily directly participating in the creation of


the development plan, but as with other expertise area documents, she is
ensuring that it’s getting done in an efficient manner, liaising with the client
when there are questions, and helping the development team prioritize and
forecast the plan. She’s communicating due dates and expectations, and—
when necessary—raising red flags to the client.
INTERACTIVE PROJECT MANAGEMENT 127

CHEAT SHEET 010

WRITING
THE CODE
149
Development Plan
150 private function_construct() {
151
152
parent::_construct(); aka The Manual
153 $this->engage();
154 } The development plan provides technical explanations of how each requirement from the
155
156 requirements definition will be implemented in software.

OWNER: CONTRIBUTORS:

TECH LEAD

BACK-END DEVELOPER

DESCRIPTION: SPECIAL CONSIDERATIONS:


The development plan is the path that takes you from a list of • The RD is the what, the production plan is
features to a working product. To create the plan, all requirements the front-end how, and the development
are evaluated, discussed, and outlined, and then a development plan is the back-end how.
direction is established for each.
• All team members must be able to
Features require thoughtful planning. Each feature should be fully understand this document, especially any
articulated in a thorough description of how it will function. new personnel that may be brought onto
Mapping requirements to specific features, and features to itemized a project after production has kicked off.
tasks puts the team a few steps ahead of the programming
• Map each feature in the RD to specific
necessary to build the complete end product.
tasks to serve as a requirements checklist.
The goal is to understand how the feature will take shape before Errors of omission are the hardest to spot!
code is written. Writing code based on a well-vetted development
• Include brief descriptions of how any
plan is more efficient than problem-solving while developing.
existing structures will be used.

LOCATION IN THE PROCESS:

The Manual
128 roduction

REaLIZING
COMPLEXITY
Code: it makes things work
at this point, it’s not Code is the foundation of interactive work (Cheat Sheet 011). Code is
uncommon for the
development team to n■ A collection of content used in various capacities to make the end product
discover something that work. It’s the stuff that makes everything from the search feature to the navi-
they thought would be gation menu function. Every piece of the end product that does something
simple really isn’t. When
this happens, there are is powered by code.
usually three possible
routes to take: create a
n■ A generic term that includes numerous languages. It’s best described as the
change order, collaborate engine that powers all digital things. If the end product were a car, code
with the client on a would be all the stuff under the hood: It’s wildly varied but similar in that
solution (like, phasing),
it all works together to make the car go.
or eat the cost (which
doesn’t taste very good).
Code isn’t completed in one chunk and handed off. It’s a living part of the prod-
uct that is worked on over the course of the Production & Deployment phase.

It’s tricky for most nondevelopers to understand code. For this reason, code isn’t
typically shown to the client. Like the development plan, they are more than wel-
come to see and review it, but most won’t. An exception would be a client with
an extensive IT team that has an interest in auditing or testing your work.

Custom code vs. existing software


On interactive projects, there are two broad categories of code that contribute
to how code is developed: custom and off the shelf. On some projects, you’ll
build everything from scratch, on others you’ll use existing software out of the
box, and at other times you’ll use a combination. The pros and cons should be
well articulated and well considered.

CUSTOM CODE. Custom code is developed specifically for the project. While
custom usually means more work, it can be a good option if the client wants to
“own” the work. The con is that once the client has custom code, they (or their
development partner) are responsible for maintaining and updating that code
(as opposed to getting regular upgrades from existing software).
INTERACTIVE PROJECT MANAGEMENT 129

CHEAT SHEET 011

Code
aka The Engine
Code powers the end product and ensures it operates in accordance with the user experience
architecture and technical requirements.

OWNER: CONTRIBUTORS:

FRONT-END TECH LEAD PRODUCTION TESTER


DEVELOPER LEAD

BACK-END DEVELOPER

DESCRIPTION: SPECIAL CONSIDERATIONS:


Code ensures that every user action produces the desired effect by • Developers need lengths of uninterrupted
translating features from the requirements definition into time to produce quality code.
computer language. Computers require all features to be
• Code reviews are a simple and proven way
programmed in unambiguous detail. When code runs correctly, no
to reduce bugs.
one notices it; when it fails, it’s the only thing that’s noticed.
• With that in mind: No code is bug free.
High quality code is the result of developers working with stable
Schedule and plan for bugs.
requirements, adequate planning, and sufficient time. It’s
detrimental for code–and the end product—to be rushed or • Adding developers to reduce development
changed frequently due to edits to the requirements or IA. time doesn’t work. More developers will
finish faster only when tasks are not
Where quality code is relatively easy to understand and maintain,
interrelated. In other words, nine women
bad code is so inscrutable that minor changes become big
can’t have a baby in one month.
productions and updates require complete rewrites.

LOCATION IN THE PROCESS:

The Engine
130 roduction

EXISTING SOFTWARE. Existing software includes programs that you purchase


or subscribe to that provide already-written code and functionality. The pro is
a lot of work has already been done and time and budget can be focused on
client-specific cusomizations. The con can be limitations in customizability or
the long-term reliance on a third-party product or partner.

The important thing to note here is that the client has to understand the dis-
tinction, and the team has to recommend the best choice (custom vs. existing)
within time and budget. You don’t want the client asking to fine-tune some-
thing that can’t be customized. At the same time, you don’t want your team
to spend valuable time (and money) reinventing the wheel.

Project management checkpoint


RIGOROUS REVIEWS. Departmental reviews are vital when it comes to code.
This allows other developers to constructively review the project team’s work,
make recommendations, and ensure that the quality of the code is high.

WEEKLY ACCOMMODATING AGILITY. Listen closely for clues about changes as code is
STaTUSES developed. Ask questions to ensure that the developers are keeping IA, content,
The production phase is design, and front-end development aligned and informed. Encourage everyone
chaotic—there’s no way
to keep an eye on any details that affect other teams and their work. A slight
around that—but status
updates get everyone change to how a feature is coded may mean a slight change to what content is
on the same page and needed and what buttons are created. This isn’t the end of world if it gets com-
freeze everything for just municated right away, but further down the line it may cost more to fix.
a moment so you can
see all the moving parts As usual, the project manager does a lot of communicating, reacting, observ-
statically (or at least in
ing, and planning to make sure things are moving along exactly as they should.
slow motion).
She facilitates the meetings that ensure code is being reviewed, she liaises with
the production team to make sure that code is being handed off for front-
end development in the manner that’s expected, and she follows up with the
development team to check that file versioning and storage is being handled
as efficiently. Remember, ninja: Be everywhere.
INTERACTIVE PROJECT MANAGEMENT 131

Interactive is riddled with acronyms and abbreviations for languages, file types, and technol-
ogy. Keep your ears open for things like AJAX, CSS, HTML, iOS, JS, MySQL, .NET, PNG, PSD, SSL,
SQL and many more. If you don’t know what an acronym means, look it up. The more you
know, the better you’ll understand the interrelationships between tasks, how projects develop,
and how to explain it all to your clients.

Front-end and back-end


converging
What do IA, content, production, and development look like when they all
come together? Hopefully something close to the envisioned end product!

Build a development version


The development version is first draft of the end product (Cheat Sheet 012).
But it’s only for the internal team (the client will see their version in the next
stage). Think of this as the technical rehearsal, the first place where the front-
end and back-end tracks’ work are united. It’s a glimpse at how the end prod-
uct will look, feel, and operate when it’s complete.

Work is done simultaneously and uploads are happening frequently. As each


team member completes work, they upload it to the development version. It’s
an in-progress version that is constantly changing. In this respect, there isn’t a
singular development version. There are many iterations as work is edited and
updated again and again.

And because it’s a work-in-progress, it’s often unstable and full of gaps—which
is why the client doesn’t look at it. In the next chapter, we’ll discuss how to get
from the internal development version to a client-ready stage version.
132 roduction

CHEAT SHEET 012

Development Version
aka The Work in Progress
The development version of a site is the construction site used by the team when building
features of a project.

OWNERS: CONTRIBUTORS:

TESTER TECH LEAD PRODUCTION


LEAD

FRONT-END DEVELOPER BACK-END DEVELOPER

DESCRIPTION: SPECIAL CONSIDERATIONS:


The development version is what individual developers–both • Testers should test features on development
front-end and back-end−use to test, tweak, and finalize features. It’s versions before they are deployed on the
an in-progress version of the end product onto which independent stage versions.
developers’ work is brought together for the internal team to assess
• Mimic the live version server configuration
functionality. It’s like a technical rehearsal before the stage version.
as closely as possible when creating the
Often, the development version will not be wholly functional development version.
because work is constantly being edited and uploaded. Moreover,
completing individual features rarely requires a completely built-out
product.

Because the development version is always under construction, it


isn’t stable or predictable. For this reason, it’s for the internal team’s
eyes only.

LOCATION IN THE PROCESS:

The Work in Progress


INTERACTIVE PROJECT MANAGEMENT 133

Takeaways
The production stage is about maintaining a delicate balance of all the project
factors: individuals and expertise areas, planning and executing, and initial
ideas and new developments.

All of this happens while you’re barreling toward the finish line. And by the
end, the team has something that’s starting to resemble the end product.

The project manager manages like a maniac during this stage. She reviews,
assesses, analyzes, thinks, communicates, and has countless—but well-man-
aged—meetings. She keeps everyone on the same page, monitors the project’s
progress, aligns teams and deliverables, and does it all with a smile.
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9
NG
Feedback and fine-tuning

The stage version is the client’s first glimpse at the full, working
product that they’ve been waiting for. It’s an exciting time.

In this chapter, we’ll discuss


■ Preparation: Finishing touches and finalizing content
■ Testing: Fine-tuning the machine
■ Convergence: Presenting the work to the client

IN
THI ER
S CH APT
136 cHAPter 9 : ProJect stAgIng

W
here the production stage was about coordinating tasks and
people, the stage stage (wait, what?) is about communicating,
translating, and motivating. The project manager must be on top
of his liaising game, ensuring that team members understand one another as
well as the project requirements during these last critical steps to launch.

Prepare the finishing touches


The development version contains all the front- and back-end work that the
team has produced throughout the project. Now, all that work moves to a cli-
ent-friendly stage version for review and approval. And from there, it becomes
the live version.

Define the stage version


What the stage version looks like and the number of times it’s reviewed depends
on three factors: the size of the project, the client’s comfort level with interactive
products, and the client’s level of engagement with the project. We use stage to
refer to any version of the end product that’s ready for the client to review.

For the sake of simplicity, the diagram of our process in Chapter 5 shows a sin-
gle, linear path from development to stage version to live version (Figure 5.1).
But there doesn’t have to be—and in most cases there shouldn’t be—only one
big reveal. The client can monitor progress, and your team can receive intermit-
tent feedback, by reviewing the stage version throughout the project.

On a small four- to six-week project, this stage version is likely a single, launch-
ready version that the client reviews for final approval.

On a months- or years-long project, the stage version will likely be shown to


the client at regular intervals so they can review features iteratively. For exam-
ple, at the end of the first month, you might review features one through three;
at the end of the second month, you might review features four through six.
Alternatively, the client may review a clickable prototype (a first representation
of an end product) followed by iterations of increasingly functional versions of
the product. However they’re done, these iterative reviews focus everyone’s
attention on a manageable set of features and minimize the chances of too
many changes coming in at the very end.
INTERACTIVE PROJECT MANAGEMENT 137

Transition from development to stage


To create the stage version, the team (usually the developers) deploys the
development version to an environment that either will become, or is identical
to, the final environment. In the case of a web-based site or application, this
means a server. For a mobile app, this means a stage version of the app that
can be manually installed on different devices for review.

The stage version should be isolated from any programming changes; all new
work and any changes to existing work are done on the development version
and then pushed out on a schedule, thereby keeping the stage version stable.

Review the stage version internally


Once the stage version is up and running, have the internal team do a thor-
ough review. A lot can change between the early days of the project and the
stage version. You want to be sure that contributors agree that their work was
incorporated and interpreted correctly in the end product before quality
assurance (QA) begins.

This is especially important for the front-end track. Start with a meeting between
user experience architecture (UxA), design, and front-end development to
review everything together. While this won’t be the first time they’re talking
about and looking over the work they produce, it’s a formal checkpoint.

Ensure that the front-end developer has reviewed their work in a variety of
browsers (not full-on testing, but at least a review to ensure that no major
issues exist). Ask the developers to give their work a quick once-over as well.

Complete all internal review prior to quality assurance (QA). If testers find
major gaffes that the team should have noticed earlier, it wastes time. Because
when things change, retesting is required. And when that happens too often,
it’s not efficient, cheap, or fun.
138 cHAPter 9 : ProJect stAgIng

CHEAT SHEET 013

Fusce dapibus

tellus ac cursu
Final Content
s commodo,

tortor mauris

condimentum
aka The Story
nibh, ut fermentum massa justo

sit amet risus. Donec ullamcorper Final content is the copy, imagery, and every other piece of content that will be published in the
nulla non metus auctor fringilla.
launch version of the end product.

OWNER: CONTRIBUTORS:

PROJECT CLIENT DESIGNER


MANAGER

CONTENT STRATEGIST

DESCRIPTION: SPECIAL CONSIDERATIONS:


Final content is all the images, words, videos, etc. that are in place • Outline all content needs early so there is
when the live product goes public at launch time. It’s been planned no unexpected content to create.
for and developed over the course of the production phase and is
• As content is developed, review against
added to the stage version of the product for review.
the messaging and tone agreed to in the
“Final” is a bit misleading, since many projects require changes and strategy and user experience brief.
updates after launch. In this case, final refers to publish-ready
• All content should work at the service of
content that populates the product when it launches.
a stated project goal.

• A copywriter may also be involved in this


deliverable.

LOCATION IN THE PROCESS:

The Story
INTERACTIVE PROJECT MANAGEMENT 139

Finalize content for launch


Content never stops. Here, “final” content just means that it’s ready to go live.

Over the course of the project, the client and the content strategist should have
developed a plan for creating final launch content (Cheat Sheet 013). Together,
they determined what was needed, how it would get done, and who would do
it. If that isn’t the case, go directly to Jail; do not pass GO. (Or at least return to
Chapters 7 and 8 and read up on the importance of planning for content.)

Now, it’s time for the project manager to step in and make a plan to add con-
tent to the stage version.

The goal is to have as much final launch content in place as possible when the
client reviews the stage version. the more realistic the stage version is, the
better. If it doesn’t feel real, the client and the internal team can more easily
brush off details with the rationale, “it will be updated later.” You don’t want
this. This is how “Copy goes here” or “Lorem Ipsum” ends up on a live site.

YEAH, BUT…Isn’t “Lorem Ipsum” copy better than nothing?

GLAD YOU ASKED…Maybe. But, what’s worse? Going live with a blank
spot on the site, or going live with placeholder copy tucked away on an
internal page. It’s sometimes easier to “see” a blank space than it is to see
something that looks almost right. But the important thing is to make sure
it’s someone’s job to check that all content was created, and that it’s in its
proper place in the product.

There are two general scenarios for content: content that will remain largely
the same after launch, and content that will need ongoing updates. The path to
the stage version and client review varies slightly depending on which type of
content you’re dealing with.

manage for (relatively) static content


It’s rare for websites these days, but mobile apps, digital installations, and
kiosks are examples of products that often have relatively static content. If they
have changes, they’re done less regularly than on a website. In these cases, con-
tent should be delivered over the course of the production stage. The content
strategist, project manager, and client should be working collaboratively to
make sure there’s not a frantic push for content or massive, last-minute changes
to the direction or substance of the content.
140 cHAPter 9 : ProJect stAgIng

This milestone is about checking off the content you have against the original
requirements, doing a final assessment and read-through, and getting any
approvals you need. If you’ve planned well, there should be no surprises.

YEAH BUT…What if the content is too long? Or too short?

GLAD YOU ASKED…That’s what the stage version review is for. It allows
the team to see the content in place so it can be evaluated in the end
product environment. Content often looks different in the “real” setting, so
be prepared to review carefully and critically!

manage for dynamic content


Many websites require the client to regularly update certain pages or sections.
In these cases, the correlation between final launch content and stage version is
less linear. There are two routes you can take to get content placed: share the
workload with the client, or do it internally.

In a perfect world you’d split the task of populating the stage version with final
launch content between the internal team and the client. First, have the internal
team get some of the content into place to illustrate what it should look like
and how it works. Then use part of stage version review (coming up shortly) to
show the client how to add and change content. Think of it like a practice run
at how they’ll use the product in the real world.

In the real world, projects are often hurtling toward launch day without enough
time to split the content task with the client. It’s often much faster for the internal
team to take care of it and train the client later on how to use and manage the site.

However it gets done, it’s imperative that final launch content is ready and in
place for review in the stage version.

Project manager checkpoint


As the finishing touches are made, the project manager watches for any details
that may derail a project at the last minute. He monitors reviews and approvals
to ensure that the right people are seeing what they need to see, documents
any new developments, watches for changes in one area that may affect other
departments, and observes expertise areas to confirm information is flowing
freely. Even a small blockage in communication at this stage of the project can
affect the deadline. It’s the project manager’s job to avoid this.
INTERACTIVE PROJECT MANAGEMENT 141

Verify the work


Quality assurance is a bridge between the end user and the team that creates
the product. they’re the first line of offense for the user, and the last line of
defense for the internal team. This stage ensures that the end user is going to get
the experience he expects and makes sure that your you-know-what is covered.

Have realistic expectations


Technology creates tension. This is a point we brought up in Chapter 4, “Com-
munication,” when we discussed prepping the client for the project. At the test
stage, it’s worth making two points about realistic expectations: technology is
always evolving and products must be optimized.

It’s beneficial to communicate these truths to the client and to explain that
testing—now and in the future—ensures that the project is set up to succeed
within these parameters.

technology evolves
Every product is built at a particular moment in time within the available range
of technology. As software is updated, as programs disappear, and as new
devices are developed, your client’s product will have to change, too. This is how
technology works: it’s evolutionary. Successful testing now won’t guarantee that
the product will perform as successfully in six months. Communicate to clients
that testing is necessary but results are specific to that time and technology.

FACT: testing is not a guarantee


The need for, and purpose of, quality assurance (QA) in digital projects is different than in other
media. Once you approve a TV spot or proofread a print ad, it never changes. And it’ll look the
same on everyone’s TV or in their magazine. The same is not true of digital products. There are
many factors (connection speed, hardware, browser, plug-ins, user goals) that affect how—and
how well—an end user will interact with a product. Many of these things are out of the team’s
and the client’s control. QA gives everyone the confidence that the product will work in most
cases. But, there’s no guarantee that it will work in all cases. And, if it doesn’t work, there’s no
guarantee that it was the fault of the product.
142 cHAPter 9 : ProJect stAgIng

THINK ABOUT: edge cases


You can’t design for every case, but you should think about them all. Consider how to make the
end product the best it can be outside the scope of the target audience and prioritized devices.
We call this degrading gracefully. Think about how features will work and how design will look
as the end product is used in these edge cases. For example, if a user doesn’t have a required
plug-in, what will the site look like? While it can’t be perfect for everyone, aim to make it func-
tional for as many users as possible.

Products must be optimized


Accepting that products can’t be all things to all people opens the door to
the most effective thinking about how to make it the best thing for the
people that matter most. The team made decisions that optimized the end
product for a specific target audience. Certain browsers and devices were
prioritized over others, which in turn means that the product may be barely
usable in certain low-priority environments. That’s how it has to be. Testing
helps your team and the client understand how the product will perform in the
low-priority environments, but may not fix it.

Test the end product


AssIgn Testing is how the internal team makes sure the product that’s delivered
testIng matches what was promised in the beginning.
If you don’t have a
quality assurance Testers break things, find holes, discover vulnerabilities, question choices, and
department, assign challenge infrastructure. It’s their job to stir the pot, to create a little conflict,
someone to be the tester and to ask team members to explain their work. They’re the interactive indus-
for your project. while
it’s ideal to have a trained try’s equivalent of editors and proofreaders; developers can’t test their own
team, it’s also invaluable code just as writers can’t proof their own writing.
to have an individual
who didn’t produce the there’s no such thing as bug-free code. Period. Testers can test until money
work review everything. runs out and there will still be bugs. Communicating this to your client early on
He’ll have a more
will help establish realistic expectations about the product. But be careful how
objective eye and a fresh
perspective. you explain it. It’s not that testing is futile. The promise of testing is to ensure
some level of quality with regard to what is released. The team and the client
INTERACTIVE PROJECT MANAGEMENT 143

agree on what that level of quality is (based on risk, budget, and timeline), and
they test to that level. If other bugs are discovered later, the team either fixes
them as part of the original agreement or as part of a maintenance plan. The
key is to help clients and stakeholders understand that testing is an essential
part of the process, but it doesn’t guarantee perfection.

What are we testing for?


Testers check end products on many levels. Beyond making sure links work and testers And
images load, they ensure that things work as they’re supposed to: the UxA, cUstomer sUPPort

design, development, interfaces, data flow, security, and functionality. They’re testers can learn a lot
about general user
determining the quality level of the entire product.
patterns by tracking
USER EXPERIENCE DESIGN. Testers assess two things when it comes to user customer support and
service calls. By observing
experience: how well the product works when it’s used as expected, and customer frustrations
whether the end product meets the goals and strategies as outlined in the and questions about
project documentation. all products, they can
help prevent common
PRODUCT DURABILITY. Testers try to disprove what the requirements defini- misunderstandings in
future projects.
tion (RD) says. If the RD says a feature is supposed to work one way, the testers
do anything they can to not make it work that way. Like, what happens if a form
field is filled out incorrectly, or not at all? Testers try to find holes in every part
of the product.

SECURITY. Testers confirm that expectations about security meet the require- sellIng
ments established in the RD. They ensure that security measures work as they QA

should and that those security measures are the right ones for the product. If there’s no budget in
your projects for quality
The level of security and the corresponding level of testing depend on the assurance (QA), you
nature of the product. If a website is collecting credit card information, it has might find yourself
having to convince others
to be PCI-DSS compliant—and testing is required to verify that compliance. If that it’s important.
there’s potential monetary benefit for the user (as in loyalty programs or online Phrase it like this: testing
contests), testing rigorously verifies registration conditions and looks for loop- mitigates risk, for both
your team and the client.
holes that can be exploited. At all levels of security, think of how to protect the
thorough testing can
clients’ and users’ information and interests. prevent embarrassing
blunders.
144 cHAPter 9 : ProJect stAgIng

TIP: error messages show how much you care


A user is likely to be frustrated when he comes across an error message. He’s trying to do some-
thing but can’t. This is a critical user experience moment. Think of error messages as a lifeline
to someone in trouble, not a slap on the hand to someone who’s been bad. Route unsupportive
or unclear messages back through the team to get them rewritten.

Push to get the best


QA questions decisions. Sometimes this can challenge the ego of whoever did
the original work. The project manager should allow and encourage this kind
of agitation. If you have a culture that’s truly collaborative, team members
should welcome challenges and criticism because it leads to a better end
product. As the project manager, make sure the team understands that the
role of testers is to ask questions.

Testers are invaluable throughout the entire project. For best results, they
should be involved from the very beginning. As the RD is being written, testers
offer a unique perspective on features and functionality. While developers are
thinking about how to make things work, testers are thinking about all the ways
in which those same things won’t work. Sounds a bit contrary, right? It is, and
that’s exactly why it’s an asset.

Draft a test plan


The test plan is the document that QA uses to itemize the things they’re verify-
ing (Cheat Sheet 014).

The test plan gets used here, but it’s been a work-in-progress since the develop-
ment approach was approved (see Chapter 8, “Project Production”). Writing the
test plan is a testing process in itself: it’s testing the RD. As testers compose the
test plan, they’ll ask questions about conditions and requirements that help the
developers shape their own work.

Where the RD lists everything that the developers expect to happen, the test
plan asks, “What happens if…?” over and over again for each feature.
INTERACTIVE PROJECT MANAGEMENT 145

CHEAT SHEET 014

QUALITY
ASSURANCE Test Plan
aka The Bouncer
The test plan verifies that features and functionality meet developer, client, and
end-user expectations.

OWNER: CONTRIBUTORS:

PRODUCTION BACK-END TECH LEAD


LEAD DEVELOPER

TESTER

DESCRIPTION: SPECIAL CONSIDERATIONS:


Test plans verify that approved functionality, user experience • Test plans are a preventative document.
architecture, and design satisfy stakeholder expectations. Testers Test plans can identify holes in the
verify that features behave as expected, and that any unintended requirements definition and information
actions are handled in a graceful manner. architecture. Testers should review those
documents to save time and money before
The test plan merges information from project documentation to
testing even begins.
translate features into a combination of scenarios (test cases) and
anticipated behaviors (expected results). Additionally, testers • As the project evolves, so does the test
explore the behavior of unintended functionality; “What happens plan. Test cases must be added or adjusted
if...” is a charter for exploratory testing. to accommodate all changes.

When testers find errors or inconsistencies, they create bug reports


that communicate issues to developers. Writing a complete and
thorough bug report is critical to timely and effective fixes.

LOCATION IN THE PROCESS:

The Bouncer
146 cHAPter 9 : ProJect stAgIng

test cases and bug reports


To create a test plan, the team writes test cases. While executing a test plan,
the team writes bug reports.

test Test cases outline specific operations that need to be verified during QA.
temPlAte These test cases provide a framework for checking the features and functional-
write standard test ity. Although this framework isn’t an exhaustive checklist (there are many more
cases for conditions and
little details that all testers will check along the way), it’s a great guide and arti-
features that your team
routinely checks. this fact for the team.
minimizes duplicative
work and ensures As features and functionality are tested, bugs will arise. Effectively communicat-
consistency and accuracy. ing the conditions around each bug is as important as finding them. Develop-
ers rely on bug reports to make the repairs.

When testers alert developers about bugs, developers react one of two ways:
agree that it’s indeed a bug and fix it or disagree because the feature works—
for better or worse—as it was requested.

If the feature meets technical requirements, the issue usually comes down to
whether it meets user expectations. Testers may keep the “bug” flagged if
they believe that the end user will experience the feature as a problem. At this
point the resolution will require conversation with the team to determine what,
if anything, will be changed.

THINK ABOUT: the mighty bug


A well-written bug report identifies a defect and clearly describes the steps required to repro-
duce the problem. Bugs allow a team to quickly triage defects and focus their efforts on the
most critical or effective changes required before releasing a product. A bug report provides
a place for documented discussion and communication of corrections. Once corrected, a bug
should be verified by the QA team and closed. Testing and refactoring is a critical part of creat-
ing a safe and reliable product and bugs provide the reports and communication network for
these changes.
INTERACTIVE PROJECT MANAGEMENT 147

Project manager checkpoint


Testing can cause friction within your team. Testers are critically reviewing
work that, at times, will need to be fixed. As the project manager, it’s crucial
that you monitor the discussions and communication among team members to
keep it productive and on track. (See Chapter 4, “Communication,” for ideas on
managing conflict.)

The main focus for the project manager during testing is ensuring that bugs are
getting resolved. Watch for arguments between testers and the team about
whether or not certain bugs are actually bugs (“That’s not a bug, it’s a feature!”)
and for bugs that trigger possible changes to the product (scope alert!).

Stage: The dress rehearsal


The stage version is a fully functional version of the end product that the client
tests and reviews (Cheat Sheet 015). It’s the client’s opportunity to evaluate the
end product based on their expectations, in a process called user acceptance
testing (in this case “user” refers to the client, not the end user).

Present the stage version


For the client, and for the team, this is an important moment. Treat it with care
and really think about how to present the product to the client.

Consider Tiffany’s. (Yes, that Tiffany’s.) Sure, they have nice jewelry, but a big part
of the experience is that signature blue box with the white ribbon. Think about
how to make the presentation of the stage version a “blue box” moment. Doing so
acknowledges the hard work of the team and the investment of the client.

WHO FROM THE CLIENT SIDE SHOULD BE AT THE PRESENTATION? Some-


times the main project contact, or a small subset of the client group, will want
to review the stage version before it goes to the wider client team. Talk to your
main client contact about the order of events and reviews: who should be
there, and how many presentations should happen.
148 cHAPter 9 : ProJect stAgIng

CHEAT SHEET 015

Stage Version
aka The Sneak Peek
The stage version is a review-ready product that looks and works like the final end product.

OWNERS: CONTRIBUTORS:

PROJECT TECH LEAD PRODUCTION TESTER


MANAGER LEAD

FRONT-END DEVELOPER BACK-END DEVELOPER CREATIVE LEAD DESIGNER RELATIONSHIP


MANAGER

DESCRIPTION: SPECIAL CONSIDERATIONS:


A stage version is the closest thing to the end product that the • The staging server environment should
client and internal team will see prior to launch. Complete back-end be identical to the live version to confirm
and front-end programming is deployed from the development that all functionality will work as expected.
version to the stage version. To this, copy and assets are added.
• Changes are never done on the stage
The stage version is like a dress rehearsal for the end product. The version, they’re always done on the
stage version allows the client to see nearly-complete elements of development version.
the end product. It may be an almost whole product, while other
• If the client will be entering content,
times it will be distinct pieces. Either way, what you show the client
the stage version can be a good place
should be functionally stable and visually accurate.
for training and data entry.

LOCATION IN THE PROCESS:

The Sneak Peek


INTERACTIVE PROJECT MANAGEMENT 149

WHO FROM YOUR TEAM SHOULD BE THERE? Sometimes it’s good to


include specific internal team members who can explain technical information
to the client, like the developer or tester. If the client is more concerned about
user experience, perhaps a designer or user experience architect would be a
better fit. Use your knowledge of the client’s needs to think about the people
on your team who would foster the best experience.

HOW SHOULD IT BE PRESENTED? If a meeting is possible, do it. In a meeting,


you can control how the stage version is unveiled, and it’s easier to read the
clients’ faces for nonverbal reactions. It’s also a much easier way to gather initial
feedback and answer any questions. A conference call (or webcast) can be an
effective second choice if a meeting isn’t possible. And if you must send the
information electronically, include your “presentation” in the body of the email.

explain the review process


Outline what will happen during the review process, what the client’s role will
be, and how your team will respond. Set expectations and establish a plan
from the start.

walk through the product


Give the client a formal tour of the new product. Explain the functionality, the
features, and how it works as a whole. Point out features that you know are
important to them; show off features that the team is proud of, or that are
expected to be important for end users.

If the client will be managing content or updates, be clear about what exactly
they’ll need to do and where to do it. This isn’t the time for extensive train-
ing, but you want them to know which specific features they’ll be using day
in, day out. Making sure those elements match up exactly with what they want
increases the chance that they’ll successfully and seamlessly use the end prod-
uct once it’s live.
150 cHAPter 9 : ProJect stAgIng

give direction
This may be the first time your client has reviewed a website, app, or whatever
it is you’ve built for them. Make sure they put on their critical thinking caps and
realize the importance of this stage. This is the dress rehearsal: things should be
near perfect.

Explain that they should:

REVIEW DOCUMENTS. Tell the client which project documents to use as


reference points (hint: the RD and the strategy and Ux brief). Using these as
guides helps keep reviews focused and structured. Walk through a feature as
it’s written in the RD and then explain how to use that description to evaluate
the feature in real life.

send sAmPle THINK LIKE A USER. At this point, it’s easy for some to slide into what “I”
feedBAck don’t like. Keep energy and attention on the business goals. They should keep
create a few samples of asking the question, “If I were a user, what would I want to do? What do I need
good feedback. make one
to achieve?”
an example of subjective
feedback (“we’re not EVALUATE BUSINESS-SIDE OPERATIONS. Throughout development, the
liking the link color”) and
another an example of internal team has worked closely with any required software or third-party
functional feedback (“the vendors on the client side. Now, have the client test how well the product inte-
form doesn’t respond grates with the operational systems they have in place. To test integration, col-
correctly when I don’t
laboratively develop a plan for how to accurately assess the performance and
use a prefix”). show the
client how to explain effectiveness of these infrastructure details.
subjective points and how
to give evidence with MAKE FEEDBACK EFFECTIVE. Constructing a good bug report isn’t instinctive.
technological points. Give your client the right checklist for creating thorough, useful reports: type
of device, browser (if it’s a browser-based product), and steps outlining the
exact actions that led to the error. Explain that to fix it the developers have to
replicate the problem and isolate the cause.

E Keep subjective feedback separate from bug reports; they have


very different content and frequently result in different conversa-
tions and solutions. Keeping them separate will enable better com-
munication and allow you to get the right information to the right
people with greater ease.
INTERACTIVE PROJECT MANAGEMENT 151

Create a communication plan


At the feedback stage, having one point of contact on the client side is indis- sIlence Isn’t
pensible. Your sanity will thank you later. golden
If the client says, “we
From the outset of the stage version review process, determine two things: love it” and gives no
who on the client side will be communicating feedback, and how it will be further feedback, be
communicated. Have as few people as possible (one is ideal) corresponding wary. It’s great that they
love it, but no feedback
from the client side, and use a single document to capture the feedback. If the usually means that they
client has several distinct departments reviewing the product, one contact per didn’t really dig in. Ask
department is just as helpful. Narrowing communication to a primary person is them pointed questions
about features and
important for two reasons:
design elements to get
them thinking critically.
PRIORITIZING. Does it matter that Joe in Human Resources doesn’t like the
layout of the product page? The client contact should separate the feed-
back that matters from the stuff that doesn’t.

ORGANIZING. Client-organized feedback allows the project manager


to focus on distributing work and prioritizing tasks on your side. Further-
more, it prevents the project manager from getting the same bug report
three times.

The open and honest relationship you’ve developed with the cli-
ent has immense benefits at this late stage. If they request a major
change that would derail the launch date, talk openly with them E
about the realities of implementing the changes. Talk about the
actual value of the change and the costs of the changes (not just
financial costs, but time and energy). Be direct about the realities
and be collaborative about finding a good solution.

FACT: fixing bugs = more testing


Fixing bugs requires new code. Adding new code means that existing code might be affected.
That in turn necessitates more testing. This cycle of testing, fixing, testing can feel long, and
perhaps redundant, for team members not familiar with it. Proactively explain this part of the
process so impatience doesn’t set in.
152 cHAPter 9 : ProJect stAgIng

Bug tracking
Bug tracking can be done in a variety of ways, but no matter how you handle it,
make sure it accommodates separate internal and client tracking.

Keeping the internal and client comments separate means that you don’t have
to translate points unnecessarily. Internal teams and clients speak different lan-
guages (more on that later). This language barrier means that you don’t want
them seeing each other’s feedback. Internal teams use direct language that isn’t
always client-friendly; client feedback will probably need refining before it is
passed on to developers. Keeping the documents separate allows the right
energy to be spent on the right task.

Support your team


While you’re encouraging the client to critically and thoroughly review the end
product and voice their feedback, hearing all of it may be deflating for your
team. Remind them that just because there is a lot of assessing, conversing, and
tweaking, they didn’t drop the ball on anything. This is part of the process.

Think about ways to channel feedback so the team understands the client’s
intention and the concern, not only the criticism.

E Accurate project documentation is invaluable during the review


process. As questions are coming in, it’s crucial that you be able
to trace your footsteps back to the reason why every decision was
made. Having a point of reference for exactly why a feature works
the way it does or why a link goes to what it does can make the
review process smoother, more diplomatic, and less subjective.
INTERACTIVE PROJECT MANAGEMENT 153

set priorities for the client and your team


During crunch periods, make sure that priorities and “need to have” elements
are accomplished before “nice to have” ones.

EXPLAIN TESTING TIME TO CLIENTS. As they’re reviewing and finding things


they want to tweak, the client might feel like turnaround time on the changes
is too long. They’re probably not trying to be difficult; many just don’t have a
realistic sense of how long things take. Explain that a small change to code in
one place means retesting throughout the section.

ENSURE THAT THE TEST TEAM IS FOCUSED ON PRIORITIES. QA teams are


thorough, critical, and can often be perfectionist by nature. That’s why they’re
so good at their jobs. Be sure to balance priorities, time, and budget. don’t let
perfect be the enemy of launch.

realize that team members speak different languages


Clients and testers don’t use the same words when they talk about problems.

DON’T SHOW CLIENTS INTERNAL RESPONSES TO FEEDBACK WITHOUT


REVIEWING IT. Most testers and developers will respond to feedback in terms
the client won’t entirely understand. They’re focused on getting the problem
fixed, not communicating diplomatically and clearly to the client. For example,
a valid developer response to a bug report is “won’t fix”; taken verbatim that
can seem pretty blunt and uncooperative to a client. (And that’s why they
usually shouldn’t have access to the internal teams’ bug tracking documenta-
tion.) That’s where the project manager must be translating industry-speak into
whatever language makes sense to the client. “Won’t fix” in developer terms
can translate to something like this to a client: “This isn’t a valid bug because it
aligns with what was written in the RD. Should we let this go for now, or con-
sider a change to this feature before we launch?” Big difference.

REVIEW AND CLARIFY FEEDBACK FROM CLIENTS. Most clients are unac-
customed to communicating problems in ways that satisfy testers’ highly struc-
tured way of approaching bugs. To a client, “This doesn’t work” can seem like
an appropriate report, but it will drive testers crazy. Make sure all the neces-
sary information is included in the feedback—even if that means a lot of back
and forth with the client—because without all the critical pieces of information,
the feedback isn’t helpful.
154 cHAPter 9 : ProJect stAgIng

Project manager checkpoint


As the client reviews the end product, difficult moments may arise between
your team and the client or even among your internal team itself. As the launch
date looms, keeping communication effective is as critical as ever. The project
manager is performing two hugely important tasks during the peak review
stage: liaising and translating.

As discussions and debates come up, it’s useful to externalize the conversation.
Emphasize that it’s always about the end product and the end users. That’s the
mantra the entire team needs to repeat over and over.

When disputes come up, and they will, always go back to the documentation
that guided the project. Every single deliverable was created for a reason—
to provide specific guidance and to capture specific information. the value of
project documentation is both as a guide while creating the product, and
as a reference when reviewing the product.

Takeaways
Staging brings an unusual set of factors to the project: tasks have slowed down
and the number of active team members has diminished, but emotions and
pressure run higher. It’s great to have emotional energy on a project, but like all
things human, it’s always more productive if it’s managed appropriately.

Throughout this stage, your team put the final touches on the stage version
and then tested it, inside and out. Everyone had their critical thinking caps on
to ensure that every detail is done as perfectly as possible.

Once the client approves the stage version, it’s gonna go live.
10
ProJect lAUncH
Hello, world

Launching the product is what you’ve been waiting for. The energy,
planning, thinking, and executing have been leading up to this cul-
minating moment. After your team takes care of a few remaining
details, you’re ready to launch.

In this chapter, we’ll discuss


■ Handoff: Passing the client the baton
■ Last call: Team review and approval
■ Launch: 3, 2, 1…Blastoff

IN THIS
CHAPTER
156 h

W
hether it’s a three-week project or a two-year project, the team
has invested time, energy, and hard work into bringing the goals
and technology together to create a successful digital solution. The
emotions and pressure that built up throughout the project are at an all-time
high as launch day approaches.

Passing the client the baton


Unlike traditional media, interactive projects produce living products. Post-
launch, they require work—sometimes more work than it took to create them.

Even short-lived products, like promotions or contests, require some action


on the part of the team or client (if only to monitor for fraud). And relatively
static products like an app require monitoring of reviews and crash reports,
and pushing out updates. Giving the client the right tools and information
at this stage is key to seeing them—and the project—succeed. If they fail to
understand the evolutionary, living nature of the product and their role in its
lifespan, then the project won’t be truly effective.

Exactly what you deliver and what you do at this stage will vary depending on
the client and the project. give your client tools and training that empower
them to manage the product.

Launch is just the beginning


Between the moment of the client’s approval of the stage version and the
launch of the live version, teach the client how to use the finalized end prod-
uct. Equipping the client to maintain and update the product after launch is
critical to a successful project. launch isn’t the end, it’s the beginning.

The idea of the product evolving and the task of updating won’t be new to the
client (because you’ve been talking about this throughout the project, right?),
but now is the time to initiate the transition. Plan for training in the timeline
and begin developing the support materials once the final features are nailed
down (Cheat Sheet 016). Training isn’t a roadblock or hurdle on the way to
launch; it’s there to ensure post-launch success.
INTERACTIVE PROJECT MANAGEMENT 157

CHEAT SHEET 016

Support Materials
aka The Safety Net
Support materials are the assorted reference materials created to successfully pass ownership of
the end product to the client.

OWNER: CONTRIBUTORS:

CONTENT TECH LEAD CREATIVE LEAD DESIGNER FRONT-END


STRATEGIST DEVELOPER

PROJECT MANAGER ACCOUNT RELATIONSHIP


STRATEGIST MANAGER

DESCRIPTION: SPECIAL CONSIDERATIONS:


Training or reference materials help clients become familiar with • While training the client, listen for
and effectively use the end product. They enable clients to be active repeated questions or details that appear
and independent owners of their website or application. more difficult to grasp, and include
helpful information about those details in
Materials will vary for each project but common ones are training
the support materials.
and product manuals, support information, and content and style
guides. The goal is to give the people operating the product the • Ask the client what information they
tools they need to feel comfortable and empowered. would like to have easily available, and
provide it.

LOCATION IN THE PROCESS:

The Safety Net


158 h

Prepare for future content


During both planning and production, the content strategists (either on the
team, on the client side, or both) put together final launch content and wrote
content plans to keep the product updated and on-message into the future.

Deliverables typically include things like a style guide, a workflow plan, and an
editorial calendar. These tools enable the client to prepare content, determine
governance, and execute effectively.

If your internal team is providing any of these deliverables, the content strate-
gist, creative lead, and client should work together over the course of the
project to make them as thorough and realistic as possible. Each document
will evolve as the project is refined and should reflect the design, strategy, and
functionality of the final product.
trAIn Before
lAUncH
Always train in advance
train the client
of the launch date, and The client must be comfortable and in control of this new thing they have. If
develop your training
they will be managing content, schedule official training sessions.
plan even earlier. outline
what features will need
Start with frequent users, who will likely need to know the product on a far
explanation and make
a plan that ensures more detailed level than others. Their training should be as thorough as you
that happens. can get without their eyes glazing over. Once you get them on board with how
everything works, they can assist other users as they learn.

E Don’t underestimate your clients. Clients are empowered when


they know more than just what they “need” to know. Quick and
easy editing tools are great, but they’re even better when the user
understands what the tools are doing. Consider, for example, mak-
ing edits using basic HTML versus using a web editor. Why only
teach a tool that obfuscates what’s happening under the hood
when you can teach what’s actually happening? Frequently, this
gives the client a broader understanding to use the tools more
effectively and troubleshoot problems that may come up.
INTERACTIVE PROJECT MANAGEMENT 159

Produce and distribute a product manual


Any technical information that helps the client operate the product should be
gathered into a product or reference manual. This should serve as a standalone ref-
erence and potentially as a starter training kit for future users. Often there are two
resources: the overall product manual and instructions specific to the project.

outline a support plan


Many large projects require ongoing customer support to help the client make
easy transitions as technology evolves, and as new employees are hired and
features are updated. Outline the information your client will need if they have
post-launch support questions. If you’re in an agency, check with the account
team to see if and how this was planned for in the budget. If nothing was
planned at the outset of the project, work with the client to develop a plan
now. You don’t want the support information to be a surprise, especially since
it’s supposed to be just that: supportive.

The client should know

■■ Who to contact if there’s a technical problem

■■ Who to contact for additional training or product maintenance

■■ If it’s a website, where it’s hosted, whether the site needs monitoring
(and who will do this if it does), and what the escalation plan is in the event
of downtime

There might be more that you hand off to a client, or there might be less.
the materials you provide don’t have to answer every potential question,
but they should be thorough enough so the client knows where and how
to find answers or help.

Project manager checkpoint


As launch approaches and the team is gathering support materials for post-
launch, make sure that the client feels comfortable with owning and managing
the end product. This will mean different things for every client and every
project. Use the open communication channels you’ve created with the client
to discuss what they need and want. In all cases, think about—and ask!—what
the client needs to be an effective owner.
160 h

The final green light


After the client approves the stage version, there’s one final review and
approval process for the internal team to go through. This represents the last
call for small tweaks, like shifting a line or adjusting a graphic.

Review the final version


Team members should do the final review from two perspectives. First, does
this launch-day version of the site align with the goals and strategies outlined
in the strategy and user experience brief? Secondly, does it meet the quality
standard of both the company and the individual team member?

If you’ve effectively used the brief and department review meetings through-
out the project, these questions should yield no objections, and if they do, the
concerns should be minor. If objections are raised that do question the effec-
tiveness or quality of the product, you have a problem. D’oh! That’s a challenge
this late in the game, but it can happen. Mitigate this potentially high-pressure
situation with a little thoughtfulness and transparency.

ASSESS. Determine whether the client needs to be a part of the solution. If


your team messed up—hey, it happens!—it might be that the client doesn’t
have to do anything to correct course. These are things that just need to be
corrected—and fast. And the client is none the wiser. On the other hand, there
will be times when the problem is the result of an oversight by the team and
the client, and reaching a good solution will require the client’s participation.

MEASURE. Assess the impact of dealing with the problem from budgetary,
timing, and personnel perspectives.

COMMUNICATE. If need be, present the problem to the client. If the problem
requires no work on their part but will affect the timeline, explain the plan to
fix the problem. If you have to collaborate with them to reach a solution, out-
line the best way to do that. Always go into the conversation with at least one
possible solution and outline what you know and propose to do. The discus-
sion should be as goal-oriented and solution-focused as possible.
INTERACTIVE PROJECT MANAGEMENT 161

At times, the internal team will determine that a change requir-


ing a lot of time or resources must be done in order to make the
project successful. If this happens, leadership should step in and E
work with the client. It demonstrates that you support the pro-
posed solution, that you recognize the importance of the issue, and
that you value the client’s business. It’s going to be hard—deliver-
ing bad news always is—but if you’ve developed a good relation-
ship with them you can tackle the solution collaboratively. It’s
glamorous at the top.

Approve the final version conscIentIoUs


Obtaining a thumbs-up from the entire internal team is a critical people oBJectors

moment. It’s important to continue the buy-in message to the very end. The If you ask for agreement,
team should have as much investment in the last moments of the project as in there’s a chance you
won’t get it entirely.
the first moments. Moreover, asking each team member to give his personal Allow people to voice
thumbs-up before the product goes live encourages him to actually agree with their concerns. the
the way it turned out. And buy-in plus agreement equals an empowered team. answer might be,
“thanks, we’ll fix that
These approvals can be gathered in any number of ways, from a casual, verbal before we launch,” or
it might be “sorry, but
approval to a formal signature on a launch approval form. Do what seems best
we’re launching anyway,”
for your team and your company culture—the important thing is the act of but at least they had a
asking for a final thumbs-up from the people who built the product. chance to be heard.

THINK ABOUT: Urls as a business asset


Working on a website redesign? Make sure that all old URLs permanently redirect to the new
URLs. Existing URLs have acquired value with search engines over time. If you don’t redirect
these old URLs to the new ones, the redesigned site won’t inherit any of the previous site’s
rankings with search engines. And that can be a massive loss for the client.
162 h

Project manager checkpoint


As you move through final approvals, your primary task is communicating with
the team. These last few tasks of reviewing and approving sound simple, but at
times, there is a lot of work happening in the days leading right up to launch.
When this is the case, there’s a good deal of cross-disciplinary communication
and task tracking. As tweaks are made, testing may have to jump in and reex-
amine certain details, and the project manager should be obsessively monitor-
ing any changes to ensure that all possible consequences are considered.

Flipping the switch


This is it: The product’s going live! At this point the stage version is moved to
the live servers and the product is ready for users.

Technical expertise and precision are vitally important at this moment. There
are many details to consider and check off as you approach the actual launch
moment and as your team moves past it.

Launch on a Wednesday after lunch


When you launch a website, there are a few good times, and there are many
horrible times, to do it. Here’s a handy rule: launch on wednesday, right
after lunch. Why?

PEAK PERFORMANCE. Your team is warmed up by mid-week. With Monday


and Tuesday under their belts, they’ve taken care of any on-fire emails that
came in over the weekend. After lunch means that their stomachs are full and
their minds are alert. These are perfect conditions.

AVAILABILITY. You don’t want your team to have to stay late into the night
or extend themselves over the weekend to responsibly manage a launch. Late
hours and weekends happen, but you shouldn’t make a plan that necessitates
them. Furthermore, other companies aren’t open on weekends so if you have
partnerships or if you’re using any third-party products, you won’t have the
support system you need to provide effective support for your client.
INTERACTIVE PROJECT MANAGEMENT 163

MONITORING. Once a site launches, it’s critical to see how it performs and to
be able to make changes in real time. There are always adjustments after launch
because new conditions can affect technology. You need everyone on high
alert for two to three days after you go live. It isn’t ideal to wait for a weekend
to go by before making a change or fixing a problem. Moreover, as the team is
monitoring, questions for the client might come up, and, guess what? They’re
probably not working over the weekend, either.

If you can’t make Wednesday work, Tuesdays and Thursdays are decent alter-
natives. But avoid Mondays and Fridays whenever possible. And run screaming
from launches on January 1.

When creating a timeline, think critically, carefully, and early


about the launch date. Work closely with your client to find an
optimal time. If it’s a less-than-ideal day, make as many plans as E
you can to get it as close to ideal as you can.

A few weeks before launch


Gather all launch considerations into one master list. Make a checklist of every-
thing you have to do or think about, and then share it with the team. All minds
should be on the critical details so nothing dumb gets overlooked.

determine external requirements


Contact the hosting service to get a checklist of everything they need to ensure
a smooth launch. (We host most of the websites we make at Clockwork, so we
coordinate with our in-house system administrators.) If you’re working with
an external hosting company, find a dedicated service representative who will
help you through the launch. If, on the other hand, your client is self-hosting,
be in direct contact with their IT department. As with an external hosting com-
pany, find a single point of contact on the IT staff to work with. exact needs
may vary between project and department, but the important thing is to
know exact launch requirements way before launch.
164 h

outline internal requirements


Have a standard list of things to check when it comes to projects. Start making
it project-specific several weeks before launch. This can be anything from net-
working logistics to which room at the office you’re going to use as a command
center. The project manager should work closely with the tech lead and the
system administrators (in-house or external) to make sure all considerations are
outlined for the team and client.

Master checklists are incredibly helpful in high-energy and high-stress situa-


tions. Checklists bring order to chaos and allow minds to focus on managing
what’s happening rather than what to remember. The beauty of a generic list
is that it can be easily customized for each project, dropping tasks that are
unnecessary and assigning remaining tasks to specific team members.

lIst For websites, standard tasks may include


eVerYtHIng
■■ Configuring domain name service (DNS)
does it seem redundant
to have “purchase” ■■ Purchasing security certificates
and “install” security
certificates on the final ■■ Installing security certificates
launch checklist? It’s not.
Be detailed and specific. Combine your internal requirements list with the external requirements. Listing
there’s a lot going on, so
it’s best to include every these together in a master version minimizes the chance that something will be
important task. Plus, forgotten and gets people and timing organized around critical tasks.
different team members
might execute the related
tasks so this allows you estimate lag time
to assign and track them
One important detail that clients rarely think about is the lag time between
accordingly.
the moment the product goes live and when the site or app becomes widely
available. Prep them for this lag so they aren’t disappointed or feel like some-
thing went wrong.

LEARN MORE: recommended reading


If you want to know about the wonders of checklists, why they’re so useful, and how to make
them effective, read The Checklist Manifesto: How to Get Things Right by Atul Gawande.1

1 Metropolitan Books, 2009


INTERACTIVE PROJECT MANAGEMENT 165

CHEAT SHEET 017

Live Version
aka The Real Deal
This is it: the end product.

OWNER: CONTRIBUTORS:

SYSTEM USER EXPERIENCE CREATIVE LEAD DESIGNER PRODUCTION


ADMINISTRATOR ARCHITECT LEAD

CLIENT TECH LEAD TESTER PROJECT ACCOUNT RELATIONSHIP FRONT-END


MANAGER STRATEGIST MANAGER DEVELOPER

DESCRIPTION: SPECIAL CONSIDERATIONS:


The live version is the end product that is publicly available. It • Like the stage version, development work
contains fully tested content, code, and functionality. should never be done on the live version.

Once the stage version is approved, the product goes live. The • If metric capturing is enabled, take steps
transition from stage to live is the product launch. After launch, all to ensure that internal testing activity is
content and functionality must be reviewed to ensure that it still not recorded as legitimate visitor traffic.
looks and works as expected.
• All live websites should be monitored by
a system administrator for availability and
response time.

LOCATION IN THE PROCESS:

The Real Deal


166 h

If your client must have something up and available to users by a certain day
and time, be sure to determine the lag time very early on. (For a website, this
lag is “time to live” or TTL. For an iOS app, it’s the time it takes for Apple to
approve it for the iTunes store.) Also, pad your timeline a little in case some-
thing goes wrong or it simply takes longer than you expected.

Create a launch day plan


As conditions change, technology reacts. This means that issues may arise when
transitioning from the stage version to the live version (Cheat Sheet 017). Your
team is migrating an entire website or app to a real host site and going live,
which changes the conditions under which it’s operating.

You can’t anticipate everything that may come up, but if you’ve prepared
for what will definitely happen you’ll have more energy to focus on any
unexpected things that arise.

CREATE A COMMAND CENTER. If you’re launching a large website, convene


your internal team in a command room to monitor the launch. Have the cli-
ent (or at least a representative) on the phone or readily available. Together,
review the site as it goes live. Prepare the team to spend about two to four
hours monitoring, or however long it takes to thoroughly go through all the
features and the full scope of content.

retestIng BEGIN RETESTING. Immediately have the internal team retest major features
cHecklIst and functionality. Because technology is never foolproof, small things that
create a checklist of no one can explain can go wrong. It just happens. And those things are what
details that are likely to
retesting catches.
be affected during the
transition from stage SUPPORT YOUR TEAM. As the project manager, your chief concern is creat-
version and live version,
and move those tasks ing optimal conditions for the team. Bring snacks, make a playlist, do anything
to the top of the list of to help your team work well. At times, you might even jump in and complete
things to retest. items on the checklist. Just remember this: If your team is there, so are you.
Even if there’s not much you can do, stick around until the work is done. At the
end of it all, give the team high-fives and well-deserved pats on the back. And
maybe a cocktail.
INTERACTIVE PROJECT MANAGEMENT 167

THINK ABOUT: High-profile launches


If the end product is high profile, make sure someone is monitoring social channels for issues.
End users will frequently post complaints or comments and you want to catch these as soon as
possible. If it’s outside the scope of your work, coordinate with the client, their social team, or
their social agency to make sure that the person managing and monitoring online communi-
ties knows how to respond to or escalate issues posted publicly.

Post-launch activities
Seeing an idea become reality is worth celebrating. Every project is different InclUde
and technology is complicated, which means that every project is a challenge. eVerYone

When the end product launches, it’s proof that your team met the challenge sometimes only the
core team ends up
and conquered it!
celebrating. that’s
now celebrate. shorting your team. A lot.
every contribution that
How you celebrate is up to you and your team. Have a lunch, buy ice cream made the end product
happen—from pitch
sandwiches, go to happy hour, or take a field trip. Whatever it is, it should be to programming to
fun and carefree (the exact opposite of the launch day atmosphere). launch—was integral.
remember this when you
This is a fun, superfluous moment in the project, but it’s also a very important, send invites and dole out
human-centered part of the process. Acknowledging people, energy, and tal- praise. Include everyone
from the person who sold
ent is not extra, it’s necessary.
the project to the system
administrator who
give recognition helped launch it.

Your team did a lot of work. If appropriate for your workplace, share your
team’s contributions with the entire company, your department, or with your
team members’ supervisors. Send a note calling out how each team member
helped shepherd the project to successful completion. Recognition is amaz-
ingly effective at making people feel like all the work and energy was worth it.
(Worst case, just send the note to the internal project alias and acknowledge
everyone’s work among the group.)
168 h

Publicize your work


People like to talk about what they made and the clients they worked with. If
there’s a non-disclosure agreement, you’ll have to bypass the horn trumpeting,
but if not, here are some tools to manage promotion.

CHECK WITH THE CLIENT FIRST. Ask the client before broadcasting the proj-
ect. They may have a soft launch date (when you actually launched it) and a
hard launch date (when they make the announcement).

LEAD BY EXAMPLE. Share the launch story via the company’s social media
channels. This shows your team how you phrase it and gives them a chance to
share the post.

Project manager checkpoint


During the entire launch stage, the client’s team members frequently have
many of the same emotions and thoughts running through their minds as they
did with staging: They’re excited, anxious, and sometimes impatient. And the
same can be said of the internal team. They have as much energy and emo-
tional investment in the project as the clients themselves.

Channeling this energy into team-wide enthusiasm and positive energy maintains
the excitement that was present at the beginning of the project. Right through
launch, you want everyone to feel invested, involved, engaged, and excited.

Takeaways
Launch brings together a lot of technological details and just as many interper-
sonal ones. It encompasses the final moments to get all the details right and the
process of handing everything over to the client. It’s the time when the idea
becomes a reality. And these final steps are as important as the first ones.

The end product is up and running, but you’re not done yet!
11
RE
That’s a wrap

After a successful launch, there are post-project tasks that solidify


the relationship with the client and the lessons learned throughout
the project. With a few key activities, your team can move from
delivery mode to relationship mode.

In this chapter, we’ll discuss


■ Internal assessment
■ Client closure
■ Long walks on the beach (or, taking care of yourself)
170 cHAPter 11 : ProJect closUre

P
rojects have specific end dates, but relationships with clients don’t. The
steps you take after launch day are done not only to finish the project
responsibly, but also to nurture the relationship you’ve built with the
client. And like every other step along the way, thinking, planning, analyzing,
and communicating are required.

Internal evaluation
Reviewing the project from a post-launch perspective gives you and the team
the chance to assess how the project unfolded. In the midst of the work, it’s
hard to reflect on what’s happening: There’s always another thing to do and
another thing to plan. After all the dust has settled (but not too long after)
the team can more accurately and productively review how the project actu-
ally played out.

Hold a post-project team meeting


Every project has successes and mistakes, and both are learning opportunities.
An official meeting gives everyone the structure and the platform to talk about
what they experienced during the project and share what lessons they learned.

INVITE EVERYONE. The entire internal team should attend these meetings.
Everyone has equal say in how the project goes and how it’s assessed. More-
over, like when the team was planning and brainstorming risks, more eyes and
minds means a more complete team perspective.

recrUIt DETERMINE THE BEST SETTING AND STRUCTURE. The goal is to facilitate
A HelPer open discussions about successes and mistakes. Creating a productive and col-
A neutral third party who laborative environment will minimize blame, finger pointing, and negativity. A
wasn’t on the project
project that had only a few hiccups may not require a highly structured meet-
team can help facilitate
particularly tricky project ing. On the other hand, if a project was particularly challenging, you may want
discussions. they bring to have a bulleted list of some of the tough spots. Brainstorm what could have
an air of objectivity that been handled differently to lead to better outcomes.
makes the meeting go
more smoothly. BE PREPARED. Have a lot of material to get the meeting started. Difficult
moments and tough situations aren’t something that most people are comfort-
able talking about. Having a lot of warm-up topics and questions can get the
INTERACTIVE PROJECT MANAGEMENT 171

conversation off to a start without any one team member standing out. It’s
important to model the kind of behavior and constructive conversation you
want to encourage.

Be sure to hold these meetings even for projects that went really well. It’s
instinct to only do these on projects that went up in flames, but it’s beneficial
to learn why and how a project went smoothly.

In the meeting, consider

■■ What was done well? What successes did the team have?

■■ What could have gone better? What were some of the tough moments,
and how could they have been avoided?

■■ What can be learned from the way this project unfolded?

■■ How could the process have been more effective?

tie up loose ends


A secondary purpose of the post-project meetings is to make sure everything
is wrapped up nicely. As a project recedes in the rearview mirror, minor, but
still important, details can easily be forgotten.

As you wrap up the project, consider whether

■■ All the documents reflect the final project landscape

■■ Everything can be archived as-is

■■ The client needs updated versions of any project documentation or


correspondence

■■ There are assets that need to be returned to the client or third parties

Bring lessons back to each department


You want to get as much traction from the lessons learned in the post-project
team meeting as you can. Each team member should take information back to
his respective department within the company. That way, the rest of the peo-
ple in the company have a chance to learn from projects that they didn’t work
on directly. Shared knowledge benefits everyone.
172 cHAPter 11 : ProJect closUre

Hold project manager meetings


As the epicenter of activity, project managers are in the best position to go a
step further with post-project assessments.

In their department meetings, project managers should specifically discuss how


the process worked for the project. These meetings present opportunities for
your process to evolve.

As project managers share more and more about strategic and tactical suc-
cesses and challenges, your process will be customized to fit both your com-
pany and the different types of projects that your teams execute.

report to leadership
rePort Create a comprehensive assessment of the project for account teams and upper
resPonsIBlY management. These complete reports give decision makers and business devel-
make sure departments opment departments accurate portraits based on the realities of the project.
know the final project
information that relates Include the successes, the lessons learned, and the factual details about bud-
to their work. for gets and timing. The goal is to help everyone understand how the project went
example, communicate
budget challenges back from the logistical and personnel standpoints. Each perspective gives a differ-
to the sales team and ent snapshot that can be useful in understanding company-wide trends.
hosting issues to the
system administrators.

Project manager checkpoint


Post-project internal teamwork requires openness and humility on everyone’s
part. Critically reviewing what happened has the potential to hurt feelings and
cause tension. Focus on redirecting conversations to the project, not the indi-
viduals, to keep energy and emotions even.

TIP: collect data for yourself


As a project manager, collect data about your projects for your own files. Having a list of the
projects you managed and how successful they were are powerful tools for marketing yourself
or offering as leverage in performance reviews.
INTERACTIVE PROJECT MANAGEMENT 173

Client evaluation
The purpose of the post-project client meeting is to officially mark the close of a
specific part of the project. It might be a phase, or it might be the project in its
entirety. Although relationships with clients never end (we hope), the project as
defined in the strategy and user experience brief does have to come to a close.

Kick off the post-project relationship


All projects move beyond delivery mode. As hard as it may be, your team has
to say, “We’ve done what we said we were going to do.” You want there to be
a distinct transition from project mentality to ongoing-relationship mentality.

What the post-project kickoff looks like depends on the client. Given the per-
sonality and needs that they’ve exhibited to date, decide what would be best
and clearest for them. It could be a meeting; it could be a phone call.

The purpose is to make it clear to everyone that the client has received the loose
promised deliverables. Without these discussions, projects can drag on through ends

small updates or changes that come trickling in. The relationship can become dif- At times, training or
product materials (see
ficult if the client thinks something they’re requesting is part of maintenance, but
chapter 10) aren’t
your team thinks it’s a new add-on. If there aren’t official parameters, these small handed off to the client
requests can affect personnel resources and end up costing money. before launch due to a
compressed timeline. Use
the sign-off meeting to
distribute any remaining
Schedule post-project check-ins materials they’ll need to
move forward.
Plan to review the product and check in with the client a few weeks after
launch and again a few months later. If you feel like it’s necessary, you can plan
even more. It’s up to your team and the client to determine the best way to
keep the end product monitored and successful.

The goal is to see if the client has any issues or concerns now that the product
is up and running. Before the discussion, have your team review the product
to see that it’s operating as everyone on your side expected and that it’s being
kept up in the manner that the team initially planned for. If the team sees any
red flags, bring it up with the client.
174 cHAPter 11 : ProJect closUre

Look at all aspects of the product: content, functionality, metrics, and anything
else that’s required to make the product and client successful.

When considering content, think about

■■ Whether the client is managing the content according to the plan. If not,
are design or layout changes necessary?

■■ Whether the client or the end users are using the product in the way it
was designed.

When considering metrics, think about

■■ Whether the analytics are set up correctly to give the client the necessary
information. Hint: Look for anomalies that suggest that something is askew,
like a drop in traffic right after launch, which may indicate that tracking
codes aren’t set up properly.

■■ Review the strategy and user experience brief and ensure that all the
metrics you need to measure the product’s performance are in place and
working correctly.

second Consider how the project may evolve:


PHAses
■■ Is there a second phase of the project? If so, start planning.
when you’re working on
a second or third phase of ■■ If a second phase isn’t on the books, but one is happening, get a start date
a project, you’re usually
not creating as much set now.
from scratch; you’re
updating, refining, and
verifying. If the features
were already defined, Project manager checkpoint
this means looping back
the transition from project mode to relationship mode should feel as little
to the Production &
deployment phase, and like goodbye as possible. The client will always be your client; the only thing
bypassing the research & that’s ending is the project (and possibly only one phase of the project). As
Planning phase. you go through the meeting and end-of-project conversations, be sure to reit-
erate that sentiment to the client and your internal team.

As the client begins to take ownership of the end product, questions will come
up. Be prepared to handle that communication, whether it’s walking them
through everything again or (politely) putting your foot down because it’s
beyond scope. Both are realistic possibilities; the important thing is to know
what your response should be and how to communicate it.
INTERACTIVE PROJECT MANAGEMENT 175

Until later
Once all the documents are in order, everything is passed off to the client, and
the team has productively assessed the project, it’s time to officially mark the
end of the project for yourself.

Go for a walk, read a book, and take a break. Treat yourself to some TLC
because before you know it, you’ll be back in the trenches. And the better you
take care of yourself, the better you can take care of your next project team.

Takeaways
Wrapping up a project takes care and consideration. Fight the urge to forge
ahead without taking the time to do it right. Projects big and small, smooth and
bumpy offer the team opportunities to learn and perfect their work. If you don’t
take the time to do this, you’re not getting as much as you can from your work.

As the project concludes, remember to treat yourself, your team, and your cli-
ent like people. Thank them and show them your appreciation. These human
gestures bring the project to a collaborative end.

Well guys, that’s it.


We set out to give you a framework for defining and delivering interactive
projects successfully: approach them with goals, technology, and people in
mind, not just tactics, deadlines, and milestones. Interactive projects are an
essential part of our personal and professional lives, and managing them well
is about much more than logistics. A good process guides—and requires—the
critical thinking, communicating and analyzing that agencies, clients, and teams
need to do along the path to success.

We hope our insights, questions, tips, tasks, and advice make your process and
projects better. If you liked what we said, tell the Internet. If not, tell us. Either
way, we’d like to hear from you.
Index in interactive process, 11–12
launch stage, 156, 158–159
prep stage, 74–75, 77
production stage
A presenting designs to, 120
ad agency project management model, 61
sharing creative ideas, 116–117
ad hoc communication, 46–47, 52–54
project roles, 4
advertising, 7–10
Clockwork’s process, 62
agile project management model, 61
characteristics, 63
animation versus interaction, 8
front-end versus back-end tracks, 62–64
Annals of Software Engineering, 102
overview (illustration), 64–65
archetypal characters, 24, 31, 47
Production & Deployment phase, 63, 65
assessment exercises, 87–90
Research & Planning phase, 63–64, 67
code, 128–130
B Code Cheat Sheet, 129
back-end processes
communication
converging with front-end, 131–132
best practices
development plans, 126–128
characteristics of, 42–43
Boehm, Barry, 102, 109
conflict management, 56–58
email aliases, 49–51
C emails, 48–49
calls to action versus interaction, 6
“I need your help” pleas, 56
Cheat Sheets
organization, 52–54
Code, 129
solution-focused no answers, 55
Design Concepts, 118
truth bombs without context, 54
Detailed Content Strategy & Information Architecture, 114
documenting, 43
Development Approach, 104
jargon-free terms, 42
Development Plan, 127
phone call follow-ups, 53–54
Final Content, 138
plan development, 79–80
High-level Content Strategy & Information Architecture, 95
review process, 79
Live Version, 165
types
Management Plan, 76
ad hoc, 46–47, 52–54
Production Plan, 122
scheduled, 45–46, 51–52, 79
Requirements Definition, 98
transactional versus relational, 44–45
Stage Version, 148
competitive reviews, 87–88
Strategy and User Experience Brief, 85
content audits, 88
Support Materials, 157
content, final
Test Plan, 145
Final Content Cheat Sheet, 138
Themes, 125
content strategy, 94–96
clients
Detailed Content Strategy & Information Architecture
communication, 46
Cheat Sheet, 114
definition stage, 100–101
front-end processes, 113–115
and emotional intelligence
High-level Content Strategy & Information Architecture
acknowledging expertise, 35–36
Cheat Sheet, 95
enabling people, 38
establishing expectations, 34
managing meetings, 33
D
data analysis, 88
not being defensive, 32–33
design concepts, 118–121
reading emotions, 36–37
Design Concepts Cheat Sheet, 118
INTERACTIVE PROJECT MANAGEMENT 177

Detailed Content Strategy & Information Architecture H


Cheat Sheet, 114 High-level Content Strategy & Information Architecture
Development Approach Cheat Sheet, 104 Cheat Sheet, 95
Development Plan Cheat Sheet, 127
Drive: The Surprising Truth About What Motivates Us, 31 I
“I need your help” pleas, 56
E information architecture (IA), 96
email aliases, 49–51, 79 Detailed Content Strategy & Information Architecture
email communication, 48–49 Cheat Sheet, 114
emotional intelligence High-level Content Strategy & Information Architecture
apathy versus awesome, 39 Cheat Sheet, 95
guidelines interaction versus animation, 8
acknowledging expertise, 35–36 interaction versus calls to action, 6
being trustworthy, 35 interactive industry
enabling people, 38 challenges, 10
establishing expectations, 34 current status, 8–9
managing meetings, 33–34 scope, 9
not being defensive, 32–33 software and advertising
for professionalism, 30 combination of, 7
reading emotions, 36–37 evolution from, 7–10
importance of, 31–32 use versus consumption, 8
kickoff meetings with clients, 77 interactive projects. See also project management
people people, 3–5
archetypal characters, 24, 31, 47 pixels, 2–3
requirements of, 29–30 process, 6
external email aliases, 49–51 project roles, 4–5, 17
internal email aliases, 49–51
F Internet versus web, 10
Final Content Cheat Sheet, 138 interviews, stakeholder and user, 89
final project content, 138
approving, 161–162 K
preparing for launch, 139 Koppelman, Michael, 90
dynamic content, 140
static content, 139–140 L
reviewing, 160–161 launching projects. See project launch
front-end processes live project version, 162–163, 165
content strategy, 113–115 lag time, 164, 166
creative ideas, 116–117 post-launch activities, 167–168
design concepts, 118–121 requirements
to development, 121 external, 163
development, 121–123, 130 internal, 164
information architecture (IA), 113–115 support materials, 156–157
functionality audits, 88 online support plans, 159
product manuals, 159
G training clients, 158
Gawande, Atul, 164 Live Version Cheat Sheet, 165
178 INDEX

M launch day plans, 166


management plan, 76–82. See also Research & Planning live version, 162–163, 165
project phase lag time, 164, 166
communication, 79–80 post-launch activities, 167–168
drafts of, 74 pre-launch requirements, 163–164
evaluating, 84 support materials, 156–157
outline for, 77–78 online support plans, 159
risk assessment, 81–82 product manuals, 159
Management Plan Cheat Sheet, 76 training clients, 158
project management. See also interactive projects
P ad agency model, 61
Pink, Daniel, 31 agile model, 61
Production & Deployment project phase, 63, 65 Clockwork’s process, 62
production plan, 121–123 characteristics, 63
themes, 124–125 overview (illustration), 64–65
Production Plan Cheat Sheet, 122 models, 60–61
product testing, 142–143. See also quality assurance (QA) waterfall model, 60–61
bugs Project Management Body of Knowledge, 16
fixing, 151 project manager role
reporting, 146, 150 characteristics of, 24–26
tracking, 152 closure, 172
criteria, 143–144 job titles versus project roles, 17
error messages, 144 skill requirements, 19
quality assurance (QA), 141–142 task requirements, 20–23
test cases, 145 project production
test plans, 144–145 back-end processes
project closure converging with front-end, 131–132
client evaluations, 173–174 development plans, 126–128
internal evaluations writing code, 128–131
manager meetings, 172 development versions, 131–132
team meetings, 170–171 front-end processes
project definition converging with back-end, 131–132
assessment of current status, 86–90 creative ideas, 116–117
content strategy, 94–96 design concepts, 118–121
coordinating people, 92–94 detailed content strategy and information architecture,
information architecture (IA), 96 113–115
recommending solutions, 101 guidelines for success
development approaches, 103–106 information coordination, 111–112
project estimates, 102–103 kickoff meetings, 109–111
requirements definition (RD), 97–100 overview, 108–109
setting goals, 90–92 production plans, 121–123
strategy and user experience brief, 85–86 themes, 124–125
user experience architecture (UxA), 94, 97–98 project staging
project launch final content, 138
final project content, 138 preparation for launch, 139–140
approving, 161–162 product testing, 142–143
preparing for launch, 139 bugs, fixing, 151
reviewing, 160–161 bugs, reporting, 146, 150
future content preparations, 158 bugs, tracking, 152
criteria, 143–144
INTERACTIVE PROJECT MANAGEMENT 179

error messages, 144 Stage Version Cheat Sheet, 148


test cases, 145 strategy and user experience (Ux) briefs, 85–86
test plans, 144–145 Strategy and User Experience Brief Cheat Sheet, 85
quality assurance (QA), 141–142 support materials, 156–157
stage version Support Materials Cheat Sheet, 157
communication plans, 151–152 surveys, stakeholder and user, 89
defining, 136
from development version to, 137 T
presenting, 147–150 teams/team leaders
reviewing internally, 137 archetypal characters, 24, 31, 47
team support, 152–154 closure, team meetings, 170–171
definition stage
Q assessment exercises, 87–90
quality assurance (QA), 141–142. See also product testing coordination of people, 92–94
strategy and user experience (Ux) briefs, 85–86
R internal teams and communication, 46
relational versus transactional communication, 44–45 launch, 160–161
requirements definition (RD) launch day plans, 166
product testing criteria, 143–144 post-launch activities, 167–168
project definition, 97–100 pre-launch activities, 162–166
Requirements Definition Cheat Sheet, 98 prep stage
Research & Planning project phase, 63–64, 67. See also choosing members, 70–71
management plans initiation meetings, 72–73
project definition matching personalities, 71
assessing current status, 86–90 production stage
content strategy, 94–96 information coordination, 111–112
coordinating people, 92–94 kickoff meetings, 109–111
information architecture (IA), 96 stage version, 152–154
presenting documents to clients, 100–101 technology audits, 88
recommending solutions, 101–106 Test Plan Cheat Sheet, 145
requirements definition (RD), 97–100 testing. See product testing
setting goals, 90–92 Checklist Manifesto: How to Get Things Right, 164
strategy and user experience (Ux) briefs, 85–86 Themes Cheat Sheet, 125
user experience architecture (UxA), 94, 97–98 transactional versus relational communication, 44–45
risk assessments, 81–82 truth bombs without context, 54

S U
scheduled communication, 45–46, 51–52 usability labs, 90
plans, 79 user experience architecture (UxA), 94, 97–98
site maps, 96 user experience (Ux)
software, evolution to interactive industry, 7–10 briefs, 85–86
Software Engineering Economics, 109 Strategy and User Experience Brief Cheat Sheet, 85
stage version user flow diagrams, 96
communication plans, 151–152
defining, 136 W
from development version to, 137 waterfall project management model, 60–61
presenting, 147–150 web versus Internet, 10
reviewing internally, 137 wireframes, 96
team support, 152–154

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