PMP EXAM PREP COURSE - Falcon Training...PMI-ACP ® EXAM PREP COURSE STAKEHOLDER ENGAGEMENT CHAPTER...

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Session 2

PMI-ACP® EXAMPREP COURSE

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STAKEHOLDER ENGAGEMENT

CHAPTER 317% = ~20 Questions

Overview

Difficulty Memorisation Exam Importance

Low

Medium

High

Introduction

4

▪ Who is a stakeholder for a project?

▪ A stakeholder can be any individual or even a group

▪ Anyone who will be impacted by or has an impact on the

project – PMBOK Guide

▪ Anyone who has an interest in the project

Agile Education

If your stakeholders are new to Agile, they may need a

Agile101 course!

5

Importance of stakeholders

6

▪ Why are stakeholders important?

▪ Getting the right stakeholders on-board for the right

information

▪ Involvement levels of different stakeholder

▪ Frequent discussions of what “done” looks like

▪ Showing progress and capabilities

▪ Allows to discuss trade-offs and early feedback of true rate

of project.

Sharing the Vision

▪ Agile Charter

▪ Wireframes

▪ Personas

▪ User stories/backlogs

▪ Story maps

7

Agile Charter

8

Goal of the Project Charter

Traditional Charters vs Agile Charters

Definition of Done

Defining when work will be considered complete

A way to align expectations across the team

Essential to be done before beginning work on the

story

Can be applied to;

– User Stories

– Releases

– The Project

9

Agile Modelling

10

▪ Quick and easy techniques designed produce and

share knowledge

▪ Usually the value is in producing the model (and

associated conversations), not the end result.

▪ Examples include;

▪ Use Case Diagrams

▪ Process flow maps

▪ Screen designs - Wireframes

Wireframes

11

Movie

Description

Book

Personas

12

▪ Typical description of a user or group of users

▪ Generate focus for the team

▪ Specific and relevant

▪ Generate empathy for the users

▪ Sample Persona on Page 160.

User Stories/Backlogs

13

▪ Business functionality – summarised and meaningful.

“As a <Role>,

I want to <Functionality>,

so that <Business Benefit>.”

Effective User Stories

Independent

Negotiable

Valuable

Estimable

Small

Testable

14

Incorporating Stakeholder Values

15

▪ Ensuring Project priorities are in alignment with

Stakeholder priorities.

▪ Making sure that we do not plan and initiate work that

the stakeholders do not support.

▪ Engage business representative in the prioritization of

the backlog.

▪ Invite stakeholders to retrospective and planning

meetings.

Stakeholder Management

16

▪ Executives and Project Sponsors

▪ Managers

▪ Project Team

▪ The User Community

▪ Supporting Groups

Vendor Management

17

▪ Vendors may or may not need to practice agile

▪ Traditional vendor contracts can be problamatic

▪ Value-Driven Delivery

▪ “Pay as you go” instead of big orders

Communication

18

▪ Communications failure can often lead to project

failure.

▪ Knowledge projects are not tangible

▪ Communication is very important to bring

stakeholders on the same page.

Communications Management

19

▪ Face-to-face (F2F) communications preferred

0 20 40 60 80 100 120

Paper

Email

Voicemail

Phone call

Video call

Face-to-Face

Effectiveness

A Model for Communication

Encode

Decode

Sender

Message

Medium

Feedback - Message

Noise

Noise

Decode

Encode

Receiver

20

Terms to Know

Active Listening: taking active steps to ensure the

message was understood. Provides feedback to

indicate whether or not the message has been

understood

Effective Listening: similar to active listening, also

includes monitoring non-verbal and physical

communication

21

Terms to Know

Non-verbal: body language, posture, etc. Most

communication is non-verbal

Paralingual: vocal but not verbal, includes tone of voice,

pitch and volume – how the words are said rather than

what words are said

22

Information Radiators

23

▪ Highly visible display of information

▪ Task boards

▪ Burn down/up charts

▪ Defect metrics

▪ Story maps

▪ Opposite to the term ‘Information Refrigerator”

▪ Nobody knows what the current state is!

Knowledge Sharing is King!

Agile projects promote and encourage sharing

information

Forces team collaboration

Increases problem solving, commitment, and

ownership

24

Brainstorming

Idea generating – the more the merrier!

Methods

– Quiet Writing

– Round-Robin

– Free-for-all

Once gathered – prioritise!

25

Collaboration Games

A workshop designed for the team to better understand a complex

issue or problem.

Also known as ‘Innovation Games’

Examples;

– Remember the Future

– Prune the Product Tree

– Speedboat / Sailboat

26

Emotional Intelligence

Our ability to assess and influence the emotions of

ourselves and those around us

Always looking to improve on knowledge worker teams

2 components;

– Recognise first, Regulate second

– Look at ourselves first, Others second

PMI-ACP® Exam Prep page 179

27

Meeting Facilitation

Tips for effective meetings;

– Clear goal

– Set ground-rules

– Effective time management

– Appropriate facilitation

– Document outcomes

28

Conflict Management

At least one exam question requires you to know these:

1. Problem Solving/Collaborate

2. Compromise/Reconcile

3. Force/Direct

4. Smoothing/Accommodate

5. Withdrawal/Avoiding

29

Problem Solving/Collaboration

Solve the actual problem

Incorporating multiple viewpoints if necessary

Best method according to the PMBOK® Guide

Confront the PROBLEM, not the PERSON

30

Compromise/Reconcile

Getting participants to search for solutions

Can be win-win

Can also be lose-lose

31

Force/Direct

Pushing one viewpoint on others

Worst method according to the PMBOK® Guide

Doesn’t help underlying problems; reduces team morale

32

Smooth/Accommodate

Minimises problem to ease tensions and reduce conflict

Doesn’t solve problems

33

Withdrawal/Avoid

Avoids problem altogether

Not effective

34

Escalation of ConflictLevel Name Description Response

Level 1 Problem to Solve

Differing opinions exist –without being emotional or personal

Let the team handle in the first instance.Focus on the facts to try and bring collaboration

Level 2 Disagreement The disagreementbecomes more direct.People are focused on protecting themselves.

Let the team handle in the first instance.Provide the empowerment required for the team members to resolve themselves.

Level 3 Contest The aim is shifted to wining the argument. Finger pointing occurs

Let the team handle in the first instance.Look for ways to compromise efforts, but not team values.

Level 4 Crusade Winning no longer meets the needs to those involved. People start to be objectified.

Communication has largely broken down. Focus on de-escalating issues with a neutral third party

Level 5 World War! Destroy! Parties must be separated. There is no hope for resolution

35

Participatory Decision Models

Simple Voting

Thumbs Up/Down/Sideways

Fist-of-Five Voting

Highsmith’s Decision Spectrum

36

Favour Ok Hmm Veto

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BOOSTING TEAM PERFORMANCE

CHAPTER 416% = ~19 Questions

Overview

Difficulty Memorisation Exam Importance

Low

Medium

High

Introduction

39

▪ Getting the most out of the Agile Team

▪ Has a direct reflection on the value being created

▪ Leadership, coaching, collaboration and performance

tracking

Team Roles

Development Team

Product Owner/Customer

ScrumMaster/Coach/Team Leader/Project Manager

Project Sponsor

Exercise on Page 201

40

Agile Teams…

41

▪ Are small – 12 or fewer members

▪ Have complementary skills and are cross functional

▪ Focusing on everyone becoming generalised specialists!

▪ Work towards a common goal

▪ Are empowered to do what needs to be done

▪ Are responsible for the work and the outcome of the

project

Models of Team Development

Cockburn’s Shu-Ha-Ri model

Dreyfus’ model of Skill Acquisition

Tuckman’s model of team development

42

Cockburn’s Shu-Ha-Ri model

Japanese terms

1. Shu: “to keep, protect, or maintain”

2. Ha: “to detach or break free”

3. Ri: “to go beyond or transcend”

When mastering a new skill, progress through the

following 3 stages;

1. Follow the rules like a recipe book

2. Work without need to refer to instructions – as they are now second

nature

3. Now you have a thorough understanding of why the rules exist, you

can now apply knowledge and build on them or create new rules.

43

Dreyfus’ model of Skill Acquisition

New skills are learned over 5 stages;

44

Novice

Advanced Beginner

Competent

ProficientExpert

Tuckman 5 stage model of team

development

45

Time

Performance

Performing

Norming

Storming

Forming

Adjourning

Blanchard and Hersey

Situational Leadership Styles

What is your natural style of leadership?

– Directing

– Coaching

– Supporting

– Delegating

46

Blanchard and Hersey

Situational Leadership Styles

Leadership

Style

Project Timeline

Autocratic

Participative

Early

Phases

Late

Phases

Directing Leader

Coaching Leader

Supporting Leader

Delegating Leader

47

Team Motivation

48

▪ Each team member will have varying personal

motivations;

▪ Understand what works for them individually. This will

help motivate the team as a whole.

▪ Ensure you factor in time and costs for team

celebrations!

▪ Money

▪ Achievement/Growth

▪ Power/Respect/Responsibility

▪ Job-for-life

▪ Affiliation

Training v Coaching v Mentoring

49

What is the difference?....

Training v Coaching v Mentoring

Training Coaching Mentoring

• Teaching a concept or skill

• Planned and delivered by the Teacher

• Student is a participant rather than holding a contributing role

• Improves the Coachee’s performance

• Often hands on and structured

• Usually ongoing over a period of time

• Focused more on the relationship rather than the transfer of knowledge

• Planned by the Mentee.

• Format is entirely dependant on the relationship

Teaching someone how to use a new software application.

Coaching an Agile Team to understand and tune Scrum Practices.

Personal development of a new Project Manager who is wanting to discuss their work with an experienced professional.

50

Collaborative Team Environments

51

▪ Co-located teams win – hands down!

▪ If this is not possible, the manager should focus on

making the barriers of communication as minimal as

possible

▪ Know the difference between

Physical Co-location and Virtual Co-location

Physical Co-location

Team Space – aka ‘War Room’

Team members are within 10 metres of each other

Information Radiators decorate the walls

Whiteboards and post-it notes are common place

May need access to quiet rooms;

– ‘Caves and Commons’

52

Key Term: Tacit Knowledge

Tacit Knowledge refers to the unwritten information,

that is usually difficult to transfer to others.

Team members pick this up by working tightly with

their pairs and coaches

Eg;

– Leadership skills

– Emotional Intelligence

– Attitudes

53

Key Term: Osmotic Communication

Background information or conversations that occur –

that may be of value

People can tune in or out depending on the topic and

the relevance to them

Information is shared with little disturbance of the team

The closer your are, the higher the osmosis!

54

Virtual Co-location

55

▪ Also known as Distributed Teams

▪ Increasingly becoming the norm

▪ Requires the use to technology to minimise

communication barriers.

▪ Hold a face-to-face kickoff meeting together followed

by 2 iterations, before returning to separate offices

Communication Technologies

Video conferencing

Phone calls/conferencing

Interactive Task boards

– Physical or virtual or both!

Instant Messaging

Presence

Project Management

software

Digital Cameras

Wiki sites

56

Tracking Team Performance

57

▪ Used to understand how the team is tracking

compared to the plan

▪ Methods include;

▪ Burndown Charts

▪ Burnup Charts

▪ Velocity

Burndown Charts

0

50

100

150

200

250

300

Iteration1

Iteration2

Iteration3

Iteration4

Iteration5

Iteration6

Iteration7

Iteration8

Iteration9

Iteration10

Iteration11

Iteration12

Ideal Progress Actual Progress

58

Burnup Charts

59

0

100

200

300

400

500

600

700

Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec

Completed Total

Cumulative Flow Diagrams

60

0

100

200

300

400

500

600

700

Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec

Completed In Progress Total

Velocity

A measure of the team’s capacity per iteration

61

0

10

20

30

40

50

60

70

Iteration 1

Iteration 2

Iteration 3

Iteration 4

Iteration 5

Iteration 6

Iteration 7

Iteration 8

Iteration 9

Iteration 10

Iteration 11

Projected Actual

Practice Questions…

PMI-ACP® Exam Prep pages 235

62

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ADAPTIVE PLANNING

CHAPTER 512% = ~14 Questions

Overview

Difficulty Memorisation Exam Importance

Low

Medium

High

Introduction

65

▪ Traditional vs Agile planning approaches

▪ Plan when it is right to plan – not too early!

▪ Agile estimation techniques

▪ Accounting for Risk in our plans.

Adaptive Planning

66

▪ Plan to re-plan

▪ Early plans are relatively inaccurate – our knowledge

improves with time.

▪ Reflects the concept of Progressive elaboration

Traditional Project Planning

Process Groups Interact in a Traditional Project

Level of

Process

Interaction

Time

Start Finish

Initiating

Process

Group

Planning

Process

Group

Executing

Process

Group

Monitoring and

Controlling

Process Group

Closing

Process

Group

67

Agile Project Planning

Process Groups Interact in an Agile Project

Level of

Process

Interaction

Time

Start Finish

Initiating

Planning

Executing

Monitoring and

Controlling

Closing

68

Value Based Analysis

69

Comparing the value of work items in order to make an

appropriate decision on their priority

Must take into account;

– Business Benefit ($)

AND….

– Cost/effort to build ($ or story point)

– Dependency on other activities

– One off or repetitive value?

Timeboxing

70

▪ Short, fixed duration to complete a defined set of

activities – E.g;

▪ Sprint.= 2-4 weeks

▪ Stand-up = 15 minutes

▪ Retro = 2 hours

▪ Agile projects themselves are usually timeboxed

Estimation

71

▪ Estimating Knowledge Worker projects is difficult.

▪ Complexities and unknowns meant that estimates are

seldom accurate.

▪ Exam tips for Project-Level estimating:

▪ Provide a range rather than an exact figure

▪ Know that early estimates hold the greatest range of

inaccuracy. They improve over time.

▪ Estimate in Ideal time or Real time – not both!

Estimation

72

Standard practice or perhaps common sense?

Size Estimate Plan

EPICs v User Stories v Tasks

EPIC

User Story

Task 1

Task 2

Task 3

Task 4

User Story

Task 1

Task 2

EPIC

User Story

Task 1

User Story

Task 1

Task 2

73

User Stories

Make up the product backlog

Created by the entire team, not just the Product Owner

“As a <role>, I want <functionality, so that <benefit>”

or

“Given, When, Then”

3 C’s – Card, Conversation, Confirmation

I N V E S T

74

Product Backlog

A list of all outstanding user stories on the project.

Reflects the overall ‘ideal’ scope of the project

Owned by the Product Owner

Sorted by priority

Is added to and removed from over the course of the

project. Existing stories may also be further broken

down as well.

75

Relative Sizing / Story Points

76

▪ Relative estimates are perfect for User Stories

▪ Quick and easy

▪ Allowing the team to spend their time building rather than

estimating!

▪ Fibonacci Sequence (loosely)

▪ 0, ½ , 1, 2, 3, 5, 8, 13, 20, 40, 100, 200, ?

Affinity Estimating

0 ½ 1 2 3 5 8 13 20 40 100

77

X-Small Small Medium Large X-Large XX-Large

Contact Us Page

Web Gallery Home Page Client Login Area

Shopping Cart

Interactive Designer

T-Shirt Sizing

78

X-Small Small Medium Large X-Large XX-Large

Contact Us Page

Web Gallery Home Page Client Login Area

Shopping Cart

Interactive Designer

T-Shirt Sizing

79

Story Maps

80

▪ Indication of customer’s prioritization of value.

▪ Allows everyone to see what release will include what

User Stories

▪ Comparable to a traditional project’s Gantt chart

- but easier to comprehend!

Product Roadmap

81

A visual representation of the product’s main

components and releases – grouped logically.

Story Maps (Jeff Patton – See Page 285)

- The Backbone

- The Walking Skeleton

- Less More Optional

82

Delphi

83

▪ Delphi vs Wideband Delphi

Planning Poker

Uses the concept of Wideband Delphi – but quicker

and cheaper!

Uses planning poker cards loosely based on the

Fibonacci sequence

84

Iteration and Release Planning

85

▪ Iterations

▪ Short

▪ Timeboxed

▪ 1 to 4 weeks

Project

Release 1

Iteration 1 Iteration 2 Iteration 3 Iteration 4 Iteration 5 Iteration 6 Iteration 7

Release 2

Iteration 8 Iteration 9Iteration

10

▪ Release

▪ Deploying the value

achieved from multiple

iterations

Iteration Zero

Optional iteration at the start of the project

‘Putting down the foundation’ for your project

– Ensure the Product Backlog has been qualified

– Design high-level system architecture

– Set up the development environment

– Unit the team

May not produce any deliverables

86

Spikes

87

▪ A short-term activity designed to quickly determine the

answer to a question.

▪ Usually used to validate a concept or approach, and

is in the form of a Proof of Concept.

▪ Known as ‘Architectural Spikes’ and ‘Risk-Based

Spikes’

Project/High Level Planning

88

▪ Identify and roughly size the product features and

known user stories.

▪ Use ‘coarse-grained’ estimates

▪ Affinity, T-Shirt sizing, Story Maps, Product Roadmap etc

▪ Includes;

▪ Product Owner

▪ Sponsor

▪ Key development team members and stakeholders

Release Planning

Determine the focus of the next release;

– Define the release goal

– Allocate and prioritise the stories (MoSCoW)

and by iteration if possible

– Set dates

Held before the start of a release.

Involves everyone – to encourage buy-in

89

Iteration Planning

Determine the focus of the next iteration;

– Define the iteration goal

– Involves detailed planning

Scheduled at the start of each Iteration

Involves the Delivery team, Product Owner, and

possibly some key stakeholders

90

Iteration Planning

Part One:

– Product Owner discusses with the team the work they would

like achieved, and their acceptance criteria

– Product Owner has the final say on priority

– Delivery Team has the final say on the number of stories to

take on

Part Two:

– The Delivery Team breaks the work down into ‘Tasks’

– Assign tasks to team members and estimate in real time (hrs)

91

Question

Project Maximus is being estimated in ideal days;

– Assuming 8hrs/day, 5days/week

There are 8 people in the delivery team

They are working on the project 20hrs/week.

How many ideal days’ worth of work can they commit

to deliver in their next 15 day iteration?

92

Daily Stand-Ups

The team re-groups once per day.

Same time, same place.

Ideally 15 minutes max.

3 key questions;

– What have you worked on since the last meeting?

– What do you plan to finish today?

– Are there any impediments to your progress?

93

Practice Questions…

PMI-ACP® Exam Prep pages 313

94

Practice Exam

This mock exam covers everything we have gone over

today

You have 50 questions

Mark each one as A, B, C, or D

You have 45 minutes to answer as many as possible –

in the exam you would have 1 hour

GOOD LUCK!

95

Next Session

We will look at;

– Problem Detection & Resolution

– Continuous Improvement

Please write your own PMI-ACP® style questions

96

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