4. Agenda Who is a stakeholder? Stakeholders Roles and responsibilities Managing the process Conclusion – 7 Rules
5. Session Objectives Understand and recognize who the stakeholders are on your project and the roles they play Provide management tips to keep stakeholders contributing and not derailing Confidence through process
42. Jeff Idleman Intro Director of the Learn Practice Area Help frame up the front end of this process – definition and design Have worked with ADM, Caterpillar, John Deere, large insurance companies, the Museum of Science and Industry and many others. Managed up to 150 employees and have been a consultant for the past 15 years. Will show you the process we use to do this consistently. Time after time.
43. Managing the Process Managing stakeholders is the cause of and solution to all of life’s problems Painting Pictures Painting one picture as a group
44. Rules to live by No one knows exactly what they want Each stakeholder has a different vision Obsessed with FAST and CHEAP but can’t tell you WHAT “I don’t know what I want and I won’t be happy until I get it. “
45. Lessons Learned It is your job to set up and manage a process that helps your stakeholders discover what they want If you don’t do this, you will fail.
46. Managing Expectations Show your solution methodology early and often Focus on the Define, Design phases If these are flawed, you’re in trouble Have a project plan that spells out: Plan of Work Strategic Plan Content Outline High-level Design Navigation Outline Final Storyboards
47. Project Plan This defines your playing field Park “great ideas” for working on later Or, basis for change order Rules of No
48. Summary Rules of “No” No going out of bounds (stay within the process) No approval amnesia (document decisions) No bullying (build consensus) No communication breakdowns (if approvals stall, stop the train) No big steps (lots of little steps) No sightseers (everyone should have skin in the game) No last minute stakeholders (identify up front)
64. Initial Definition What is the overall goal/purpose of the project? What are the specific learning objectives? What are the entertainment objectives? Are there any additional sponsors/stakeholders who should be included in the design process? Who is the target audience? What is the creative direction?
65. Initial Definition What are the takeaway beliefs or understanding that you would like to create? When is the project due? Is there existing content that should be preserved? Will certain programs be translated? Into what languages? What reference materials/content materials already exist? Who is the client contact? Who has the authority to make decisions? Does the client have a budget limitation? How will success of the project be measured? (Continued)
66. Initial Definition Help stakeholders discover what they want to do Paint a picture on the wall of what it looks like when it’s done No trainwrecks Why?
67. Tough Love Organization and timely decision making will be critical to success This will be a TEAM effort Will require work from both groups Will require a sharing of knowledge, experience and vision We all “own” the project No committees, no sightseers, no bullies
68. More Tough Love Who provides the momentum? Who is the “champion” for this project? When will we make critical decisions? Major decision milestones will be noted in the project schedules Timely responses by the stakeholders will be critical to maintaining progress
69. More Tough Love Who will make decisions Who is the head approval stakeholder? Who are supporting approval stakeholders? Who is the head content stakeholder? Who are supporting content stakeholders? Who are the implementation stakeholders?
70. Consequences What happens if we fail to make decisions on a timely basis? Miss deadlines Lose momentum Unable to develop the focus and creative energy necessary to be successful You will take the blame for this
73. Schedule Plan of Work & Strategic Plan 8 days Content Outline 12 days Navigation Outline & Wireframes 10 days High-Level Design 11 days Storyboards 11 days (2 months) Total 52 days (*See Full Sized Printed Document)
75. Strategic Plan Messages Richland is educating, innovating and sustainable Richland is a player and a leader Takeaway message for the student “I can do this.” Can tell the story quickly to visitors and donors in accessible locations (Continued)
76. Strategic Plan (cont.) Audiences Students (secondary and elementary) Donors Career Fair attendees People in work force who return to college to upgrade their skills Agrication – agricultural education as it ties in to this building Community
79. Conceptual Design First, ask for examples of things that they like Then (using the content outline) identify learning content that will be developed Let the picture tell the story What “look and feel” should be used? Be sure to follow graphic standards Develop examples of how it could be approached
80. Conceptual Design (Continued) Images of the construction process that relate to the interviewers and shows them working on the project so that potential students can see the process could be created Dramatic perspectives could be used to entice users and create a feeling of depth for growth A schematic wireframe of the building can be used as a basis for the design and functionality.
86. The Result There were very few changes when the final storyboards were presented The stakeholders “owned” the content and look and feel at that point We “painted the picture.” They have also been able to use the Design material to generate financial support and excitement for the finished product
87. Summary Rules of “No” No going out of bounds (stay within the process) No approval amnesia (document decisions) No bullying (build consensus) No communication breakdowns (if approvals stall, stop the train) No big steps (lots of little steps) No sightseers (everyone should have skin in the game) No last minute stakeholders (identify up front)