Interactive Project Management
Interactive Project Management
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.
New Riders
1249 Eighth Street
Berkeley, CA 94710
510/524-2178
510/524-2221 (fax)
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].
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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.
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ignations appear in this book, and Peachpit was aware of a trademark claim, the designations appear as requested by the owner of the
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987654321
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.
CHAPTER 4 Communication 41
Right message. Right medium. Right time.
59
Getting digital done right
Be prepared . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Start on the right foot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Connect with the client . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Prepare the management plan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Takeaways . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
135
Feedback and fine-tuning
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.
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.
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1
tHe InterActIVe
IndUstrY
It’s people. It’s technology.
It’s everywhere.
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.
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.
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.
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
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
■■ 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.
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.
Manifestos
The three primary participants in the process of creating interactive work are
leadership, clients, and team members.
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.
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
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.
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.
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
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.
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.
Once you figure out how to unite these disparate elements (hint: keep read-
ing), interactive projects—and the resulting products—will be more effective.
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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.
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.
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
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.
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.
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.
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 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
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
■■ 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
■■ What a client will change her mind about (this will definitely happen)
22 cHAPter 2 : InterActIVe ProJect mAnAgement 101
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
Bottom line: If you’re not doing each and every one of these things every
day, then you’re not project managing.
YEAH, BUT…What if I don’t have any control over the outward energy
of the company?
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.
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.
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.
■■ 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
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.
■■ 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
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.
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.
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.
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.
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
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?
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.
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.
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 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.
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.
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.
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.
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.
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
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
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?
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.
■■ 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.
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.
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.
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:
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.
Types of communication
Understanding why and when to communicate with the team is critical to
doing it effectively.
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.
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.
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
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.
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.
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.
■■ 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.
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.
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.
developers, executives. Make the information make sense to you, and then add
the details that will make it make sense to others.
■■ 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.
■■ 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
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.
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.
2 We have to give Gary Clark credit for this valuable principle. It’s served us well.
56 cHAPter 4 : commUnIcAtIon
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.
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.
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.
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.
■■ 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
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.
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.
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?
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.
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.
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.
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?
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.
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.
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
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.
Takeaways
The process we follow at Clockwork allows us to:
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
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.
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.
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.
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
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.
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:
PROJECT MANAGER
RELATIONSHIP TESTER USER EXPERIENCE
MANAGER ARCHITECT
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.
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.
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
■■ Clockwork will source stock photography for the project and provide
a separate estimate for photo pricing.
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
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.
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.
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.
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.
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
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.
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.
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
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:
■■ 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?
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.
You will learn how similar messages and products are communicated, design
standards within the client's industry, and effectiveness of related features
and functionality.
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.
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.
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
You will learn how users interact with and feel about the product, and
their perspective on both messaging and functionality.
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.
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.
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
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.
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
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.
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
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:
USER EXPERIENCE ARCHITECT: “Here’s what’s going to be best for the users…”
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
time
Design Architecture possible.
Functional
onal Content
onss Requirements
on
Specifications
User Needs
Site Objectives
Abstract Conception
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.
to have the team all working together, and completing work by committee
can be ineffective.
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.
OWNERS: CONTRIBUTORS:
The Framework
96 cHAPter 7 : ProJect defInItIon
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
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.
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
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:
TECH LEAD
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.
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
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.
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.
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.
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.
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
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.
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.
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:
PROJECT MANAGER
The Agreement
LOCATION IN THE PROCESS:
INTERACTIVE PROJECT MANAGEMENT 105
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.
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
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
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.
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
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.
n■ What tasks can we start now? What should be done in the short-term
to make the long-term milestones achievable?
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.
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
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.
OWNERS: CONTRIBUTORS:
The Blueprint
LOCATION IN THE PROCESS:
INTERACTIVE PROJECT MANAGEMENT 115
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.
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
To begin, designers should reference the strategy and user experience (UX)
brief, especially the creative considerations section. Then, they refine.
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.
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
Design Concepts
aka Painting with Pixels
Design concepts are mockups of the prominent screens in the end product.
OWNER: CONTRIBUTORS:
DESIGNER
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!
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.
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.”)
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.
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
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:
PRODUCTION LEAD
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.
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.
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
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:
FRONT-END DEVELOPER
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.)
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
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. 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
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:
BACK-END DEVELOPER
The Engine
130 roduction
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.
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.
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
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:
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
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.
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.
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.
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
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:
CONTENT STRATEGIST
The Story
INTERACTIVE PROJECT MANAGEMENT 139
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.
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.
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.
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!
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.
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.
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.
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
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.
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
QUALITY
ASSURANCE Test Plan
aka The Bouncer
The test plan verifies that features and functionality meet developer, client, and
end-user expectations.
OWNER: CONTRIBUTORS:
TESTER
The Bouncer
146 cHAPter 9 : ProJect stAgIng
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.
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!).
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.
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:
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.
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.
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.
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.
Think about ways to channel feedback so the team understands the client’s
intention and the concern, not only the criticism.
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
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
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.
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.
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
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:
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.
■■ 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.
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.
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
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.
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.
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.
Live Version
aka The Real Deal
This is it: the end product.
OWNER: CONTRIBUTORS:
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.
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.
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.
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
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
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.
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
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.
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.
■■ 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?
■■ There are assets that need to be returned to the client or third parties
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.
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.
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.
■■ 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.
■■ 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.
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.
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
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