I've been a consultant, IT architect, project implementor, and project manager for many years. Some days I think too many... mostly because I keep running into the same key project mistake over and over. And its not just from the younger generation coming into the field, but from our peers and leaders as well. Its this tendency to make the same mistake we saw 20 years ago that I find the most detrimental to project and business success.
To understand what this project mistake is, let's examine one of my favorite project maxims: Good, Fast, and Cheap... Pick Any Two. Imagine you have a triangle. At each point is a quality you want in the project you are envisioning:
- Good: embodying quality, meeting all your business needs, building for the future, bug free, is stable and works reliably...
- Fast: quickly deployed, completed ahead of schedule, shows results now, increased delivery speed, a more rapid return on your investment...
- Cheap: inexpensive, under budget, no project cost overruns, strict cost containment, costs translate directly to results...
Now it should become very clear (or will in a moment) that when it comes to projects, that getting the full measure of all three factors is nearly impossible. And yes... I am considering these as "all or nothing" for the purposes of example. I'll discuss using a sliding scale on these factors a bit at the end, for the purposes of a balanced argument.
On our "all or nothing" scale, lets say your project needs to be Good and Fast... which in my head translates to a rapid deployment of a quality product that meets the needs of your business. The presumption is that Fast in this context is less time than a project of this magnitude would normally take, possibly with a rapid start. So to mobilize the resources in quantity to complete this project faster than normal would mean we sacrifice Cheap on the project alter. A relevant example is when Apple wants to crank out a million iPhones in short order to meet an unexpected increase in demand, they don't want to sacrifice their product quality (Good) and they need them right now (Fast)... so they pay for that.
By comparison, if you wanted Fast and Cheap in the above context, what would be left behind is Good. You would get a product that possibly is not all it could be, has fewer features, is not as elegant, and could even have bugs or faults since testing time was minimal. But you didn't pay a lot for it... so you got what you paid for.
Our final combination is of course Good and Cheap. You want quality, craftsmanship, and a product that meets all your business needs, but you don't want to pay a lot for it. So what gets sacrificed is Fast... you can't have it now... or tomorrow... or anytime soon for that matter. You will get it, but no overtime, retooling, or possibly even dedicated resources will be seen in this project. But in the end it will be a gem... but by then your competition could have passed you by with something not as good that came out a year earlier.
Now we know the world is not always "all or nothing"... and it is recognized that we have been talking about extremes on the project implementation scale. It is possible that you could strive for Good and Fast and attempt as much as possible to ease back towards Cheap. Just know that you won't get all the way to Cheap, and every decision you make to ease closer to Cheap will chip away at either Good or Fast. Consider it a sliding scale and if you started with a 100% Good and 100% Fast project, then started to try to increase Cheap from 0%, you would pull one or both of the other factors off 100%. Think in terms that you have 200% budget to spend on all three factors, and no more.
This is most evident in projects in crisis, since that is where changes are more dynamic. Say you started with a project that was an acceptable balance of Good, Fast, and Cheap with probably more emphasis on Good (75%) and Fast (75%). Then something went wrong: daily meetings were called, troops were marshaled, extra resources engaged, extra meetings over slippages and requirements conducted, etc.. Don't expect that by changing the game that the factors won't change. Something as simple as daily meetings which tie up your resources for an extra hour or two each day to force them to make progress on the project or to cut through communication problems will very quickly blow Cheap out of the water. In this case, you might go from Good (75%), Fast (75%), and Cheap (50%) to something more like Good (90%), Fast (70%), Cheap (40%), Good is considered to have effectively increased due to the daily meetings, which were meant to increase quality on the project through increased communication. That was your intention right?
In the above example, let's say your project cost $250,000 and was 1 year long. If a slippage like this happened and you were not able make up for it later in the project, given the above changes in ratios you might see a 25% increase in cost and a 7% longer project. Some might think 25% is a huge cost increase, but consider that projects in crisis are rarely under budget or ahead of schedule to begin with, and once slippages start it is extremely hard to keep future activities from also slipping, let alone pull them back to being on time.
Now this brings us back to our key project mistake. The above examples lays out the effect of decisions on projects and how something always gets sacrificed when changes are made. That is where the key project mistake happens: thinking that a change or decision, even a seemingly minor one, will not materially impact your project. Throwing a task assigned to your staff to the vendor, calling daily meetings that were not planned for at the beginning of the project, changing initial requirements, even something that seems as small as delaying a meeting from this week to next because "everyone is busy" will have an effect. A project is an interconnected system just like the human body. A project expects things to happen at certain times, and when they don't bad things happen. If you skip lunch, you become cranky. Its the same for projects.
How cranky is your project?
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Random Amateur.