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Working in groups
Life cycle. Roles. y
Graphical Interfaces fall 2010
The life cycle of a group
Graphical Interfaces fall 2010
Roles
So, what skills and abilities can a person bring to a j t d t ?project and a team?
Graphical Interfaces fall 2010
Professional Roles
Graphical Interfaces fall 2010
Roles…
Each member in a team has (at least) two different lroles...
– Professional role (programmer, project leader...)– Some of these also define hierachy, e.g. system architect
typically superior to programmer)l– Team role
Other factors like personal likes and dislikes also affect the balance in a group
Graphical Interfaces fall 2010
We can read a person’s CV…
…and still not have the slightest idea as toslightest idea as to whether they will fit the group or not.
Graphical Interfaces fall 2010
group or not.
Measuring personalities
Jung tests– Introversion/Extroversion– Intuition/Sensing– Thinking/Feeling– Judging/Percieving– ESTP, IITP etc
The Enneagram – A nine factor personality systemA nine factor personality system
Graphical Interfaces fall 2010
Measuring personalities
The Big Five, aka SLOAN– Extroversion - Social vs. Reserved type– Emotional Stability - Limbic vs. Calm type– Orderliness - Organized vs. Unstructured type– Accommodation - Accommodating vs. Egocentric type
Intellect - Non-curious vs. Inquisitive type – SLOAN, RCUEI etc...
However, these categorizations say nothing about gruop mentality
Graphical Interfaces fall 2010
Belbn
Team rolesHow people act when being part of a (professional) team
Eight roles plus one supportiveone supportive
All are necessary!y
Graphical Interfaces fall 2010
Belbin
No role is entirely good; they all have pros and cons.
Everyone has a primary and a secondary teamEveryone has a primary and a secondary team role (and so on...)
We take on the role(s) needed, which is why we may act differently in different groupsmay act differently in different groups
Graphical Interfaces fall 2010
Real life part I
Graphical Interfaces fall 2010
Real life part II
Graphical Interfaces fall 2010
Real life part III
Graphical Interfaces fall 2010
Other forces
Graphical Interfaces fall 2010
Advice
Speak ”same l ”language”
Workload spreads out pdifferently depending onp gdiscipline
Graphical Interfaces fall 2010
Advice
Tight communication, work together as much as iblpossible
Graphical Interfaces fall 2010
Advice
Beware of culture clashes...– Not only natural cultures but more importantly– designer / HCI-culture clash!
Establish means of workingg– Time-issues– PlacePlace– Decision-making (consensus vs expertise areas)– AmbitionAmbition
Graphical Interfaces fall 2010
Advice
Set up a small project plan– Several deadlines– Who is responsible for what; estimate skill set– Note: Report is shared responsibility– Slack– The -factor
Graphical Interfaces fall 2010
Advice for larger projects
When planning and choosing project idea... tresource management
– What are your skills/strengths?– Level of ambition?– Other resources at hand?
Clearly express the design requirementsy g– Stating objectives– Sucess criteria
Graphical Interfaces fall 2010
Advice for larger projects
Make sure that you share responsibility and k l dknowledge
– The bus factor– But still divide tasks; everyone cannot do everything, that
takes too much time
Establish good means of communication to keep track of the projectp j
– Blog? Wiki? Not only email...
Project plan even more importantSlack deadlines Plan B’s
Graphical Interfaces fall 2010
– Slack, deadlines, Plan B s
Advice for larger projects
Discuss– Levels of ambition– What happens if someone doesn’t do what they are
d ?supposed to?– How are decisions made? By a project leader?
C ? V ti ?Consensus? Voting?
Graphical Interfaces fall 2010
Good luck!
Graphical Interfaces fall 2010