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Project Plan
by Maria Gomez Aguirre




                        Student Id: 10003413
           CMP001N New Media Management
                           MA Digital Media
              London Metropolitan University
                                  May 2010
Maria Gomez Aguirre | 1




Contents
Analysis of the key features of the project, of the client's needs and of the target audience...............2
Gantt chart, time-line and task allocation. Definition of the main production phases and production
life-cycle............................................................................................................................................... 2
Outline of team members .................................................................................................................... 2
Analysis of software and hardware requirements required for this project..........................................3
Team management strategies and internal communication systems and strategies. ...........................3
Client management strategies. .............................................................................................................5
Asset management strategies, digital rights management, copyright issues associated with the
project................................................................................................................................................... 6
Risk Assessment................................................................................................................................... 7
Quality procedures, testing and provisions for de-briefing of production...........................................7
Appendix A...........................................................................................................................................9
Appendix B.........................................................................................................................................10
Appendix C.........................................................................................................................................12
Appendix D........................................................................................................................................ 15
Bibliography....................................................................................................................................... 16
Maria Gomez Aguirre | 2


Analysis of the key features of the project, of the client's needs
and of the target audience.
SaveWithUs, an important provider of financial services, has commissioned SuperNewMedia to
modernise their website by using cutting edge technology and design in order to attract a new target
market: young professional.
The aim of the project is to show their pension plans and other investment products in a clearer and
user friendlier way. Being in a country where pensions are not compulsory for companies and the
majority of the young generation does not seem interested in investment or finances, SaveWithUs
has spot a gap in the market which they want to cover with our help.
As a new media company, we have the knowledge and expertise to target the unrepresented group
(about the treatment this kind of audience expects from an online service). We can offer to
SaveWithUs the different point of view needed to implement this idea.
One of the most important things about developing this project is that SuperNewMedia has the
opportunity to participate in the whole redesign process, not just implementing it. This will give us
an exceptional opportunity to enter in a market unknown for us (financial) hand by hand with one of
the most prestigious companies of the country. The amount of marketing work and potential clients
after a successful end of this project is considerable big.
One of the requirements of the client is the incorporation of one of the most prestigious illustrator.
This, instead of being a disadvantage, is a really good opportunity to expand our contact network.
As a complement of the website, the client has asked for an iphone app. As we all know, iphone is
the most used smart phone at the moment, which only increase the revenue we can have if we
success.


Gantt chart, time-line and task allocation. Definition of the main
production phases and production life-cycle.

Please see Apendix A.



Outline of team members
“Once we have a feel of the scope of the project and the expectation of the client, we are able to
identify the staff needed” (England 2002: 217). Being a multimedia project implies that we need a
creative and experience team to take it to a successful completion. For a complete list of skill and
Maria Gomez Aguirre | 3

profiles required for it, please see Appendix B.
In order to select a successful core team for the problem we will use different recruitment channel.
All the members that are needed for the pre-production phase (Production Assistance, Creative
Director and Technical Director) will be selected with the help of a recruitment agency. This will
guaranty a rapid process. Reed is an agency leading in the market with branch all over the world
and with enough prestige to give us the result we expect.
For the rest of the core team (designers, developers and content specialist) we will use a different
approach: posting adverts in a number of media channels, such as The Guardian and New Media
Age as well as in our website. This is a slower method that using a recruitment agency, but as we do
not need them for the first part of the project, we can afford to spend some time doing the selection
internally and ensuring the candidates have the skills needed.
Finally, there are a few other positions or parts of the project that are not included in what we called
the core team. Those are the video recording and the development of the iphone apps. They can be
treated as standalone parts as they do not depend of any of the other parts of the project. We will
outsource the interviews recording to Shoot You, which has the level of expertise and experience to
deliver good quality videos. And for the iphone app, we will contract a freelance talent. The best
way of doing this is by using our contact and professional networking sites as LinkedIn.



Analysis of software and hardware requirements required for
this project

Please see Appendix C.



Team management strategies and internal communication
systems and strategies.

In this new media project developed by a high creative team, I, as the Project Manager, need to
make sure that I support the members and their creativity while I lead the project towards its
successful end, which is on time, on budget and meeting the established requirements (England
2002: 39).
Managing a creative team, whose members came from different disciplines and where the nature of
their contribution differ quite a lot is not an easy task. I need to realise that, even thought I want the
Maria Gomez Aguirre | 4

team to feel some kind of freedom and independence in their work and to take their opinion into
account when making decision, I cannot approach a pure and extreme collaborative managing style
with them. “Creativity is messy, complex and painful” and cannot function without establishing
some limits and constrains (Bilton 2007: 66-90). For those reason I have decided to define my
management style for this project half way between a consultative and a collaborative one, which is,
presenting the problems or issues to the group, getting suggestions and then making the decisions
(Tannenbaum 1973: 164-168). In the pre-production phase this discussions group will be form by
me, the PA and both the directors (creative and technical). However, once the production phase is
taking place, I am intended to extend this group, where possible, to all members of the team. This
will be especially useful to extend the possible risks listed later in this document (chapter 8), as they
can give alternative perspectives (Teale, 2001: 16-21).
I cannot forget that one of the members is based in Japan. This, apart from the communication issue
that I will discuss in a moment, could affect somehow the well being of the team, by trying to
impose a way of thinking and work based on his culture, which obviously it does not mean to be a
bad one, but it might not be the appropriate for the project. However, as I said before, having a
different opinion is good to have a wider understanding of any situation, so I reckon the project and
team can only benefit for his presence.
In term of the communication strategy to implement I have designed a plan that has proved to be
very successful in previous projects. These are its main characteristics:
    Day by day communication.
       To be done by email (provided by SuperNewMedia). This way all matters will reach all the
       team members, including the illustrator in Japan. Emails will have a specific policy on top
       of the general company one. This policy includes among others: using the subject line to
       indicate key information and setting the response time to a maximum of two working days
       (Essex 1999: 42).
    Meeting strategy.
       Leaving aside specific meeting regarding pre-production or other phases of the project
       development, I want to set a series of meetings in order to improve the team relationship and
       that will help to implement my management strategy explained previously. Those meetings
       are:
              o One off meeting at the beginning of the production phase with all the team members,
                 as an introductory one.
              o Monthly meetings with all team members to discuss the progress of the project and
                 any general issue.
Maria Gomez Aguirre | 5

           o Fortnightly one to one catch up meeting with each team member and myself to
               discuss their personal progress and any specific issue.
           o Weekly production meeting with the directors, production assistant and myself to set
               the schedule of work for the week ahead. Production assistant will be responsible
               for pass this information to each team member.
           For the meetings that require the presence of the illustrator we will use the online
           conference tool TokBox. To reduce the impact of time zone differences those meetings
           will take place in the morning for the European team members and in the afternoon for
           the illustrator in Japan. Otherwise, meetings will be held in SuperNewMedia offices in
           London at a time to be confirmed individually.
    Collaboration tools.
        The development of the project itself will be managed by using Apache Subversion, a
        revision control system, which allows us to maintain current and historical version of files
        such as source code and documentation. The repository will be located in one of
        SuperNewMedia servers and all team members will have access to it by using a SVN client
        (specified in chapter 4).
        As a complement of this, team members will have access to a special area of the
        SuperNewMedia’s intranet where they can discuss any issue related to the project.



Client management strategies.

In this particular project the team will not count with an Account Manager to deal with the client, so
I as a Project Manager will play that role, too. One of the first things to do once we have studied
and understood the brief is to request a contact person on the client’s side who will be the one I will
communicate with. After that I will have a meeting with this contact and we will define the content
of the application. It is really important that we have an agreement of every part of the project and
everything that is on and out of the scope, as well as materials (ie. digital assets) needed from them
and the technology to use. This has to be signed off by both me and the client’s contact. Not doing
so might carry one of the highest risks a project can have, because it gives the client the freedom to,
for instance, change the specifications of the project at any given point (England 2002: 123, 132-
150).
In terms of general communication with the client, I will prepare weekly status reports to be sent to
them as well as having weekly conference calls to discuss them. Also I will hold monthly meetings
Maria Gomez Aguirre | 6

to discuss general issues and give them a more accurate view of the process.
To give the client a more tangible sense of the progress, we will give them access to our staging
sever (or testing environment) with the application on it, which we will keep updating with stable
versions. This facility has a risk, which is that the client might want to make changes that are out of
the scope or even small modifications. This, as I said before will have a huge impact in the progress
of the project, so I will make sure that the client “understand the possible consequences of changes
and accept a procedure to implementing them” (England 2002: 121), by having a sign-off
agreement that establish the way of handling change requests.
Once the project has reach a successful ending, I will held a debrief meeting with the client in order
to comment and discuss some important points for us and for them, like the aspect of the
relationship that went well and those that didn’t and why, and conclude with a series of
improvements that can be implemented in order to doing better in the future (Project debriefing
2006). By doing this debriefing process we will create a stronger bond with the client and gain their
trust, which will help us to being commissioned again by them and even to get a maintenance
agreement for the application.
As part of our marketing plan, I will try to get the permission to include SaveWithUs as one of our
case study and to enter in competitions and awards as prestigious as New Media Age Effectiveness
Awards. This will have a huge impact in our position in the financial market and will help us to gain
more clients and projects in this field.



Asset management strategies, digital rights management,
copyright issues associated with the project.

As any multimedia project, this needs to use a reasonable big amount of media assets for its
production. For this reason I would like to use Razuna as digital asset management (DAM) tool.
This tool will help us to store and index the assets and make them easy to search and to use, as well
as providing a full version control of the assets (Jacobsen 2005: 3). The Production Assistant will be
responsible for the use of management of the DAM tool.
This project is target to an UK audience, but as the resulting site and application will be published
on the web, it potentially can be accessible from everywhere in the world (England 2002: 327-330).
The cartoon character is designed by a foreign illustrator in another country where there might be
different laws about copyright and, because he is a freelance, unless we estipulate so in his contract,
his product (the cartoon character) will belong to him. Other parts of the project, like the interviews
Maria Gomez Aguirre | 7

and other digital assets came with similar copyright issues. I have brought these examples to show
the level of complexity in terms of copyright management that this project carries and because of
that I strongly recommend to hire the services of a specialise company to deal with them.
AegisDRM is UK based providing DRM solutions, having important clients along Europe.
AegisDRM can help us by giving us professional support and by providing us with the necessary
software and DRM technologies to apply appropriate copyright to the assets we produce (Layton
2006).
To finalise with this chapter, I will make a comment about the legal issues to consider for the
making of the interviews. Even though we are outsourcing this part of the project, we need to be
absolutely sure that a complete and fair Access Agreement has been signed by all the people
participating in the videos. We will provide this agreement to the recording agency and it must
contain some aspects like not allow the contributors to see or hear the video before it is published
and “retain the rights in our material” (BBC 2006).



Risk Assessment.

Please see Appendix D.



Quality procedures, testing and provisions for de-briefing of
production.

To ensure the maximum quality and best efficiency of the resulting products of this project (website
and iphone app) I have defined a testing strategy to take place through the whole life cycle. This
strategy defines some levels of testing:
    Concept testing: to be done by the Quality Assurance department in SuperNewMedia. QA
         will review all the design before they are sent to the client for approval, focusing in usability
         and user experience and pointing out any potential problem, so it can be resolve or re-think
         minimizing the risk (Sisson 1999).
    Developmental testing: to be done by the developer/designer during the production, to
         ensure that the product meets the requirements.
    Team testing: to be done by any other member of the team (usually myself, the Production
         Assistance, the Creative Director or the Technical Director), aiming to discover any bugs
Maria Gomez Aguirre | 8

       that highly affect the application.
    Professional testing: to be done by the specialist Tester that I have hired. His/her function is
       to ensure the application or chunk of work is bug free and look & feel is the desired in a
       variety of browsers (England 2002 –Book 2: 192).
    Usability testing: to be done by the independent company User Vision. This will help us to
       have an accurate feedback of what the public would think of the applications and to ensure it
       met the needs of the users.
(England 2002: 247-259)
During the release of the alpha and beta version, the QA department will inspect the site again but
this time in order to guarantee that each component has been developed to meet the technical and
design requirements.


To conclude with this document, I will explain the last aspect of this project plan: debrief. As a
Project Manager I believe this stage is as important as any other because me and the team can
identify our mistakes and successes and learn from them. For these reasons I will hold a debriefing
meeting at the end of the production phase, which will include all team members in a more casual
environment that will help the flow of the conversation. Questions that will try to be answer in this
meeting are among others: What went well and why? What didn’t and why? and What will we do
differently and better next time? (Project debriefing 2006). I believe this kind of experience helps to
reinforce the bond between the team members improving the relationship and their motivation.
Maria Gomez Aguirre | 9


Appendix A
Maria Gomez Aguirre | 10


Appendix B

Team Members


                                                                                                   Employment
 Job Title   Background         Skills                          Previous experience
                                                                                                   status


                                Strong analytical skills.
                                Very strong presentation
            Degree or
                                skills.
            equivalent with
 Production                     User level knowledge OS X, 2 years experience in                   Permanent - Full
            preference in
 Assistance                     APPLE applications and       multimedia projects essential         time
            Media or
                                Microsoft Project or similar
            Business studies
                                Understanding of multimedia
                                production issues.



                                                                Award winning
                                                                Coming from a senior level in a
                                                                creative team (Creative
                                A strong Innovator and
                                                                Director, Art Director, Head of
             Degree or          Conceptual thinker
                                                                Design - or similar)
 Creative    equivalent in a    Team leadership, excellent                                         Permanent - Full
                                                                Strong experience working in
 Director    creative           communicator,                                                      time
                                                                digital agencies and with
             discipline         understanding of financial
                                                                projects in finances
                                markets and design trends
                                                                Portfolio of at least 3 major
                                                                completed projects for high end
                                                                brands.


                                                                Minimum 6 years experience
                                Experienced/Senior Web
                                                                working in agency
                                developer.
                                                                environments
             Degree or          Advanced object-oriented
                                                                Substantial online advertising
 Technical   equivalent in in   programming.                                                     Permanent - Full
                                                                and marketing experience
 Director    computer science   Experienced in mentoring &                                       time
                                                                (Website, viral, email, social
             or related field   leading developers
                                                                media etc.)
                                Excellent communication
                                                                Experienced in development
                                skills
                                                                project for smart phones desired


                                Flash expert – up to version
                                                                2-4 years experience in
           Degree or            10 (equal parts Action Script
                                                                interactive design.
 Flash     equivalend in        and Timeline animation)
                                                                Experience in the production of    Permanent - Full
 Developer graphic design or    Have a strong multi-media
                                                                complex and highly interactive     time
 Animator any other creative    background
                                                                games, websites, virals, desktop
           discipline           Extensive experience in
                                                                apps, online advertising, etc.
                                Phososhop and Ilustrator
Maria Gomez Aguirre | 11

Web                             Awareness of HTML, CSS
             Higher education                                   Great online portfolio
Designer /                      and basic coding                                                   Freelance - Full
             in web design or                                   2 years experience in a similar
UX                              Understanding of the User                                          time
             equivalent                                         position
Specialist                      Experience process

                                Awareness of HTML, CSS
             Higher education
Web                             and basic coding                2 years experience in a similar    Permanent - Full
             in web design or
Designer                        Understanding of the User       position                           time
             equivalent
                                Experience process

                                Excelent object-oriented
                                programming                     At least 3 years experience as a
          Higher education
                                Familiarity with data           back-end developer for online
Java      in computer                                                                              Freelance - Full
                                modelling and SQL               projects
Developer science or                                                                               time
                                Knowledge of Objective-C        Demonstrable iPhone
          equivalent
                                and the Apple Cocoa Touch       development experience
                                frameworks


                                Availability to plan for
                                digital content creation from
                                                                Proven experience in the
                                briefing through to sign off
             Higher education                                   creation and management of
Content                         and publication on web-site                                        Permanent - Full
             qualification in                                   content online.
Specialist                      Excelent communication                                             time
             content editing                                    Background in financial
                                skills and a high standard of
                                                                services desired
                                written English
                                Copywriting skills essential.




                                Able to fault-find and record   Experience in product/QA
             Higher education
                                software and system errors      testing                         Freelance – Part
Tester       in web design or
                                Able to re-produce errors.      Self-motivated and able to work Time
             equivalent
                                High attention to detail        as individual
Maria Gomez Aguirre | 12


Appendix C

Hardware and Software Specifications


             HARDWARE                                           SOFTWARE

             Brand/Model : Apple MacBook Pro 15''
             Laptop/Desktop: Laptop
             Processor: 2.4GHz Intel Core i5
             Hard disk: 320GB Serial ATA Drive @ 5400 rpm
             RAM: 4GB 1066MHz DDR3 SDRAM - 2x2GB
             Monitor: MacBook Pro 15-inch Glossy Widescreen     Microsoft Office Project 2007
 Project     Display                                            dotPDN paint.NET 3.5.5
 Manager     DVD/CD ROM drives: SuperDrive 8x (DVD±R            Adobe Flash Player 10
             DL/DVD±RW/CD-RW)                                   Subversion Client: SCPlugin 0.8.2
             Graphic card: NVIDIA GeForce GT 330M with 256 MB
             Wireless ready: Yes


             Additional Hardware: Apple iPod Touch 8GB


            Brand/Model : Apple MacBook Pro 15''
            Laptop/Desktop: Laptop
            Processor: 2.4GHz Intel Core i5
            Hard disk: 320GB Serial ATA Drive @ 5400 rpm
            RAM: 4GB 1066MHz DDR3 SDRAM - 2x2GB
                                                                Microsoft Office Project 2007
            Monitor: MacBook Pro 15-inch Glossy Widescreen
 Production                                                     dotPDN paint.NET 3.5.5
            Display
 Assistance                                                     Adobe Flash Player 10
            DVD/CD ROM drives: SuperDrive 8x (DVD±R
                                                                Subversion Client: SCPlugin 0.8.2
            DL/DVD±RW/CD-RW)
            Graphic card: NVIDIA GeForce GT 330M with 256 MB
            Wireless ready: Yes

             Additional Hardware: Apple iPod Touch 8GB


             Brand/Model : Apple MacBook Pro 15''
             Laptop/Desktop: Laptop
             Processor: 2.53GHz Intel Core i5
             Hard disk: 500GB Serial ATA Drive @ 5400 rpm
             RAM: 4GB 1066MHz DDR3 SDRAM - 2x2GB
                                                                Microsoft Office Project 2007
             Monitor: MacBook Pro 15-inch Glossy Widescreen
                                                                Adobe Creative Suite 5 Web
 Technical   Display
                                                                Premium
 Director    DVD/CD ROM drives: SuperDrive 8x (DVD±R
                                                                Subversion Client: SCPlugin 0.8.2
             DL/DVD±RW/CD-RW)
                                                                Apple Xcode 3.2
             Graphic card: NVIDIA GeForce GT 330M with 256 MB
             Wireless ready: Yes


             Additional Hardware: Apple iPod Touch 8GB
Maria Gomez Aguirre | 13


             Brand/Model : Apple MacBook Pro 15''
             Laptop/Desktop: Laptop
             Processor: 2.53GHz Intel Core i5
             Hard disk: 500GB Serial ATA Drive @ 5400 rpm
             RAM: 8GB 1066MHz DDR3 SDRAM - 2x4GB                        Microsoft Office Project 2007
             Monitor: MacBook Pro 15-inch Glossy Widescreen             Adobe Creative Suite 5 Design
Creative
             Display                                                    Premium
Director
             Additional Monitor: Apple LED Cinema Display (24"          Subversion Client: SCPlugin 0.8.2
             flat panel)                                                Apple Xcode 3.2
             DVD/CD ROM drives: SuperDrive 8x (DVD±R
             DL/DVD±RW/CD-RW)
             Graphic card: NVIDIA GeForce GT 330M with 256 MB
              Wireless ready: Yes

             Brand/Model : Apple iMac 27''
             Laptop/Desktop: Desktop
             Processor: 3.33GHz Intel Core 2 Duo
             Hard disk: 1TB Serial ATA Drive
             RAM: 8GB 1066MHz DDR3 SDRAM - 4x2GB                        Steelray Project Viewer 3.9.9.10
Flash
             Monitor: Built-in 27-inch (viewable) LED-backlit glossy    Adobe Creative Suite 5 Design
Developer
             widescreen TFT active-matrix liquid crystal display with   Premium
/ Animator
             IPS technology                                             Subversion Client: SCPlugin 0.8.2
             DVD/CD ROM drives: Slot-loading 8x SuperDrive
             (DVD±R DL/DVD±RW/CD-RW)
             Graphic card: ATI Radeon HD 4850 512MB
              Wireless ready: Yes

             Brand/Model : Apple iMac 21.5''
             Laptop/Desktop: Desktop
             Processor: 3.06GHz Intel Core 2 Duo
             Hard disk: 500GB Serial ATA Drive
             RAM: 4GB 1066MHz DDR3 SDRAM - 2x2GB                        Steelray Project Viewer 3.9.9.10
Web          Monitor: Built-in 21.5-inch (viewable) LED-backlit         Adobe Creative Suite 5 Web
Designers    glossy widescreen TFT active-matrix liquid crystal         Premium
             display with IPS technology                                Subversion Client: SCPlugin 0.8.2
             DVD/CD ROM drives: Slot-loading 8x SuperDrive
             (DVD±R DL/DVD±RW/CD-RW)
             Graphic card: NVIDIA GeForce 9400M
              Wireless ready: Yes

             Brand/Model : Apple MacBook
             Laptop/Desktop: Laptop
             Processor: 2.4GHz Intel Core 2 Duo
             Hard disk: 250GB Serial ATA Drive @ 5400 rpm
             RAM: 2GB 1066MHz DDR3 SDRAM - 2x1GB
             Monitor: 13.3-inch (diagonal) LED-backlit glossy           Steelray Project Viewer 3.9.9.10
Content
             widescreen display                                         dotPDN paint.NET 3.5.5
Specialist
             DVD/CD ROM drives: SuperDrive 8x DVD+/-R                   Subversion Client: SCPlugin 0.8.2
             DL/DVD+/-RW/CD-RW
             Graphic card: NVIDIA GeForce 320M graphics
             processor with 256MB of DDR3 SDRAM shared with
             main memory
             Wireless ready: Yes
Maria Gomez Aguirre | 14

            Brand/Model : Apple iMac 21.5''
            Laptop/Desktop: Desktop
            Processor: 3.06GHz Intel Core 2 Duo
            Hard disk: 500GB Serial ATA Drive
            RAM: 8GB 1066MHz DDR3 SDRAM - 4x2GB
            Monitor: Built-in 21.5-inch (viewable) LED-backlit
                                                                 Steelray Project Viewer 3.9.9.10
            glossy widescreen TFT active-matrix liquid crystal
Java                                                             dotPDN paint.NET 3.5.5
            display with IPS technology
Developer                                                        Subversion Client: SCPlugin 0.8.2
            DVD/CD ROM drives: Slot-loading 8x SuperDrive
                                                                 Apple Xcode 3.2
            (DVD±R DL/DVD±RW/CD-RW)
            Graphic card: NVIDIA GeForce 9400M
             Wireless ready: Yes


            Additional Hardware: Apple iPod Touch 8GB

            Brand/Model : Apple Mac mini
            Laptop/Desktop: Desktop
            Processor: 2.26GHz Intel Core 2 Duo
            Hard disk: 160GB Serial ATA Drive
            RAM: 2GB 1066MHz DDR3 SDRAM - 2x1GB
            Monitor: Apple LED Cinema Display (24" flat panel)
            DVD/CD ROM drives: SuperDrive 8x (DVD±R
                                                                 Steelray Project Viewer 3.9.9.10
Tester      DL/DVD±RW/CD-RW)
                                                                 dotPDN paint.NET 3.5.5
            Graphic card: NVIDIA GeForce 9400M graphics
            processor with 256MB of DDR3 SDRAM shared with
            main memory
            Wireless ready: Yes


            Additional Hardware: Apple iPod Touch 8GB
Maria Gomez Aguirre | 15


Appendix D

Risk Assessment


 Risk                     Consequences                         Strategy                                    Risk Level

                                                               Agreed in a project development plan,
                                                               indicating all items that are in the scope.
                                                               Making sure the client understand from the
                          Time-Quality-Price balance
 Changes to the scope                                          beginning of the project that changing the High
                          broken
                                                               the scope may result in a lower level of
                                                               quality or not completing the project the
                                                               project on schedule



                                                         Tem building strategy to be implemented
                                                         from the beginning of the production
                          Team members miss deadlines or Potentiating out of work activities with
 Lose of creativity       their work is not up to the    team members.                                     High
                          standards                      Ensuring the work environment has all the
                                                         features that can improve creativity.
                                                         Celebration of reached milestones.


                                                               Present the client with a set of wireframes
                          Client thinks the final product is   and flow-chart to sign off
 Visual Mismach                                                                                            High
                          not what they wanted                 Agree on the look and feel at the beginning
                                                               based on the demo


 Technical Problems
 (virus, broken           Lose of information                  Implementation of a backup strategy, with
                                                                                                           High
 computers, deletion of   Deadline can be compromised          Adapt as a service provider
 files...)


                                                               Chosen agency must be a well know one
                                                               with experience dealing with celebrities
                          Missing deadlines
                                                               and common people
                          Final product not up to the
 Problems with the
                          requirements                                                                 Medium
 recording agency                                           Trying to minimize the impact of having to
                          Problems dealing with celebrities
                                                            end the contract with the agency by having
                          and common people
                                                            a proposal for an alternative one
                                                            (Jacaranda).


                                                               PM to follow their work by weekly reports
                        Missing deadlines
                                                               and meetings
 Problem with freelance Difficulties integrating the
                                                                                                           Medium
 talents                frelance's code with the rest of
                                                               Use of recruitment agency to provide new
                        the project
                                                               talents in case they are needed
Maria Gomez Aguirre | 16


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BBC’s code of Practice. Access Agreements and Indemnity Forms. [online] Available from:
http://www.bbc.co.uk/guidelines/editorialguidelines/advice/


Bilton, Chris. (2007). Management and Creativity: from creative industries to creative management.
Blackwell.


England, E. & Finney, A. (2002) Managing Multimedia: Project Management for Web and
Convergent Media. 3rd edn. Book One – People and Processes. Harlow: Addison-Wesley.


England, E. & Finney, A. (2002) Managing Multimedia: Project Management for Web and
Convergent Media. 3rd edn. Book Two – Technical Issues. Harlow: Addison-Wesley.


Essex, L. and Kusy, M., (1999). Fast Forward Leadership. Pearson Education Ltd.


Jacobsen, J., Schlenker, T. & Edwards, L. (2005) Implementing a Digital Asset Management
System: For Animation, Computer Games, and Web Development. Oxford: FocalPres.


Layton, J., (2006) How Digital Rights Management Works. HowStuffWorks.com. [online] Available
from: http://computer.howstuffworks.com/drm.htm. (accessed: 22/05/10).


Tannenbaum, R. and Schmidt, W., (1973). How to Choose a Leadership Pattern. Harvard Business
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New Media Management - Project plan

  • 1. Project Plan by Maria Gomez Aguirre Student Id: 10003413 CMP001N New Media Management MA Digital Media London Metropolitan University May 2010
  • 2. Maria Gomez Aguirre | 1 Contents Analysis of the key features of the project, of the client's needs and of the target audience...............2 Gantt chart, time-line and task allocation. Definition of the main production phases and production life-cycle............................................................................................................................................... 2 Outline of team members .................................................................................................................... 2 Analysis of software and hardware requirements required for this project..........................................3 Team management strategies and internal communication systems and strategies. ...........................3 Client management strategies. .............................................................................................................5 Asset management strategies, digital rights management, copyright issues associated with the project................................................................................................................................................... 6 Risk Assessment................................................................................................................................... 7 Quality procedures, testing and provisions for de-briefing of production...........................................7 Appendix A...........................................................................................................................................9 Appendix B.........................................................................................................................................10 Appendix C.........................................................................................................................................12 Appendix D........................................................................................................................................ 15 Bibliography....................................................................................................................................... 16
  • 3. Maria Gomez Aguirre | 2 Analysis of the key features of the project, of the client's needs and of the target audience. SaveWithUs, an important provider of financial services, has commissioned SuperNewMedia to modernise their website by using cutting edge technology and design in order to attract a new target market: young professional. The aim of the project is to show their pension plans and other investment products in a clearer and user friendlier way. Being in a country where pensions are not compulsory for companies and the majority of the young generation does not seem interested in investment or finances, SaveWithUs has spot a gap in the market which they want to cover with our help. As a new media company, we have the knowledge and expertise to target the unrepresented group (about the treatment this kind of audience expects from an online service). We can offer to SaveWithUs the different point of view needed to implement this idea. One of the most important things about developing this project is that SuperNewMedia has the opportunity to participate in the whole redesign process, not just implementing it. This will give us an exceptional opportunity to enter in a market unknown for us (financial) hand by hand with one of the most prestigious companies of the country. The amount of marketing work and potential clients after a successful end of this project is considerable big. One of the requirements of the client is the incorporation of one of the most prestigious illustrator. This, instead of being a disadvantage, is a really good opportunity to expand our contact network. As a complement of the website, the client has asked for an iphone app. As we all know, iphone is the most used smart phone at the moment, which only increase the revenue we can have if we success. Gantt chart, time-line and task allocation. Definition of the main production phases and production life-cycle. Please see Apendix A. Outline of team members “Once we have a feel of the scope of the project and the expectation of the client, we are able to identify the staff needed” (England 2002: 217). Being a multimedia project implies that we need a creative and experience team to take it to a successful completion. For a complete list of skill and
  • 4. Maria Gomez Aguirre | 3 profiles required for it, please see Appendix B. In order to select a successful core team for the problem we will use different recruitment channel. All the members that are needed for the pre-production phase (Production Assistance, Creative Director and Technical Director) will be selected with the help of a recruitment agency. This will guaranty a rapid process. Reed is an agency leading in the market with branch all over the world and with enough prestige to give us the result we expect. For the rest of the core team (designers, developers and content specialist) we will use a different approach: posting adverts in a number of media channels, such as The Guardian and New Media Age as well as in our website. This is a slower method that using a recruitment agency, but as we do not need them for the first part of the project, we can afford to spend some time doing the selection internally and ensuring the candidates have the skills needed. Finally, there are a few other positions or parts of the project that are not included in what we called the core team. Those are the video recording and the development of the iphone apps. They can be treated as standalone parts as they do not depend of any of the other parts of the project. We will outsource the interviews recording to Shoot You, which has the level of expertise and experience to deliver good quality videos. And for the iphone app, we will contract a freelance talent. The best way of doing this is by using our contact and professional networking sites as LinkedIn. Analysis of software and hardware requirements required for this project Please see Appendix C. Team management strategies and internal communication systems and strategies. In this new media project developed by a high creative team, I, as the Project Manager, need to make sure that I support the members and their creativity while I lead the project towards its successful end, which is on time, on budget and meeting the established requirements (England 2002: 39). Managing a creative team, whose members came from different disciplines and where the nature of their contribution differ quite a lot is not an easy task. I need to realise that, even thought I want the
  • 5. Maria Gomez Aguirre | 4 team to feel some kind of freedom and independence in their work and to take their opinion into account when making decision, I cannot approach a pure and extreme collaborative managing style with them. “Creativity is messy, complex and painful” and cannot function without establishing some limits and constrains (Bilton 2007: 66-90). For those reason I have decided to define my management style for this project half way between a consultative and a collaborative one, which is, presenting the problems or issues to the group, getting suggestions and then making the decisions (Tannenbaum 1973: 164-168). In the pre-production phase this discussions group will be form by me, the PA and both the directors (creative and technical). However, once the production phase is taking place, I am intended to extend this group, where possible, to all members of the team. This will be especially useful to extend the possible risks listed later in this document (chapter 8), as they can give alternative perspectives (Teale, 2001: 16-21). I cannot forget that one of the members is based in Japan. This, apart from the communication issue that I will discuss in a moment, could affect somehow the well being of the team, by trying to impose a way of thinking and work based on his culture, which obviously it does not mean to be a bad one, but it might not be the appropriate for the project. However, as I said before, having a different opinion is good to have a wider understanding of any situation, so I reckon the project and team can only benefit for his presence. In term of the communication strategy to implement I have designed a plan that has proved to be very successful in previous projects. These are its main characteristics:  Day by day communication. To be done by email (provided by SuperNewMedia). This way all matters will reach all the team members, including the illustrator in Japan. Emails will have a specific policy on top of the general company one. This policy includes among others: using the subject line to indicate key information and setting the response time to a maximum of two working days (Essex 1999: 42).  Meeting strategy. Leaving aside specific meeting regarding pre-production or other phases of the project development, I want to set a series of meetings in order to improve the team relationship and that will help to implement my management strategy explained previously. Those meetings are: o One off meeting at the beginning of the production phase with all the team members, as an introductory one. o Monthly meetings with all team members to discuss the progress of the project and any general issue.
  • 6. Maria Gomez Aguirre | 5 o Fortnightly one to one catch up meeting with each team member and myself to discuss their personal progress and any specific issue. o Weekly production meeting with the directors, production assistant and myself to set the schedule of work for the week ahead. Production assistant will be responsible for pass this information to each team member. For the meetings that require the presence of the illustrator we will use the online conference tool TokBox. To reduce the impact of time zone differences those meetings will take place in the morning for the European team members and in the afternoon for the illustrator in Japan. Otherwise, meetings will be held in SuperNewMedia offices in London at a time to be confirmed individually.  Collaboration tools. The development of the project itself will be managed by using Apache Subversion, a revision control system, which allows us to maintain current and historical version of files such as source code and documentation. The repository will be located in one of SuperNewMedia servers and all team members will have access to it by using a SVN client (specified in chapter 4). As a complement of this, team members will have access to a special area of the SuperNewMedia’s intranet where they can discuss any issue related to the project. Client management strategies. In this particular project the team will not count with an Account Manager to deal with the client, so I as a Project Manager will play that role, too. One of the first things to do once we have studied and understood the brief is to request a contact person on the client’s side who will be the one I will communicate with. After that I will have a meeting with this contact and we will define the content of the application. It is really important that we have an agreement of every part of the project and everything that is on and out of the scope, as well as materials (ie. digital assets) needed from them and the technology to use. This has to be signed off by both me and the client’s contact. Not doing so might carry one of the highest risks a project can have, because it gives the client the freedom to, for instance, change the specifications of the project at any given point (England 2002: 123, 132- 150). In terms of general communication with the client, I will prepare weekly status reports to be sent to them as well as having weekly conference calls to discuss them. Also I will hold monthly meetings
  • 7. Maria Gomez Aguirre | 6 to discuss general issues and give them a more accurate view of the process. To give the client a more tangible sense of the progress, we will give them access to our staging sever (or testing environment) with the application on it, which we will keep updating with stable versions. This facility has a risk, which is that the client might want to make changes that are out of the scope or even small modifications. This, as I said before will have a huge impact in the progress of the project, so I will make sure that the client “understand the possible consequences of changes and accept a procedure to implementing them” (England 2002: 121), by having a sign-off agreement that establish the way of handling change requests. Once the project has reach a successful ending, I will held a debrief meeting with the client in order to comment and discuss some important points for us and for them, like the aspect of the relationship that went well and those that didn’t and why, and conclude with a series of improvements that can be implemented in order to doing better in the future (Project debriefing 2006). By doing this debriefing process we will create a stronger bond with the client and gain their trust, which will help us to being commissioned again by them and even to get a maintenance agreement for the application. As part of our marketing plan, I will try to get the permission to include SaveWithUs as one of our case study and to enter in competitions and awards as prestigious as New Media Age Effectiveness Awards. This will have a huge impact in our position in the financial market and will help us to gain more clients and projects in this field. Asset management strategies, digital rights management, copyright issues associated with the project. As any multimedia project, this needs to use a reasonable big amount of media assets for its production. For this reason I would like to use Razuna as digital asset management (DAM) tool. This tool will help us to store and index the assets and make them easy to search and to use, as well as providing a full version control of the assets (Jacobsen 2005: 3). The Production Assistant will be responsible for the use of management of the DAM tool. This project is target to an UK audience, but as the resulting site and application will be published on the web, it potentially can be accessible from everywhere in the world (England 2002: 327-330). The cartoon character is designed by a foreign illustrator in another country where there might be different laws about copyright and, because he is a freelance, unless we estipulate so in his contract, his product (the cartoon character) will belong to him. Other parts of the project, like the interviews
  • 8. Maria Gomez Aguirre | 7 and other digital assets came with similar copyright issues. I have brought these examples to show the level of complexity in terms of copyright management that this project carries and because of that I strongly recommend to hire the services of a specialise company to deal with them. AegisDRM is UK based providing DRM solutions, having important clients along Europe. AegisDRM can help us by giving us professional support and by providing us with the necessary software and DRM technologies to apply appropriate copyright to the assets we produce (Layton 2006). To finalise with this chapter, I will make a comment about the legal issues to consider for the making of the interviews. Even though we are outsourcing this part of the project, we need to be absolutely sure that a complete and fair Access Agreement has been signed by all the people participating in the videos. We will provide this agreement to the recording agency and it must contain some aspects like not allow the contributors to see or hear the video before it is published and “retain the rights in our material” (BBC 2006). Risk Assessment. Please see Appendix D. Quality procedures, testing and provisions for de-briefing of production. To ensure the maximum quality and best efficiency of the resulting products of this project (website and iphone app) I have defined a testing strategy to take place through the whole life cycle. This strategy defines some levels of testing:  Concept testing: to be done by the Quality Assurance department in SuperNewMedia. QA will review all the design before they are sent to the client for approval, focusing in usability and user experience and pointing out any potential problem, so it can be resolve or re-think minimizing the risk (Sisson 1999).  Developmental testing: to be done by the developer/designer during the production, to ensure that the product meets the requirements.  Team testing: to be done by any other member of the team (usually myself, the Production Assistance, the Creative Director or the Technical Director), aiming to discover any bugs
  • 9. Maria Gomez Aguirre | 8 that highly affect the application.  Professional testing: to be done by the specialist Tester that I have hired. His/her function is to ensure the application or chunk of work is bug free and look & feel is the desired in a variety of browsers (England 2002 –Book 2: 192).  Usability testing: to be done by the independent company User Vision. This will help us to have an accurate feedback of what the public would think of the applications and to ensure it met the needs of the users. (England 2002: 247-259) During the release of the alpha and beta version, the QA department will inspect the site again but this time in order to guarantee that each component has been developed to meet the technical and design requirements. To conclude with this document, I will explain the last aspect of this project plan: debrief. As a Project Manager I believe this stage is as important as any other because me and the team can identify our mistakes and successes and learn from them. For these reasons I will hold a debriefing meeting at the end of the production phase, which will include all team members in a more casual environment that will help the flow of the conversation. Questions that will try to be answer in this meeting are among others: What went well and why? What didn’t and why? and What will we do differently and better next time? (Project debriefing 2006). I believe this kind of experience helps to reinforce the bond between the team members improving the relationship and their motivation.
  • 10. Maria Gomez Aguirre | 9 Appendix A
  • 11. Maria Gomez Aguirre | 10 Appendix B Team Members Employment Job Title Background Skills Previous experience status Strong analytical skills. Very strong presentation Degree or skills. equivalent with Production User level knowledge OS X, 2 years experience in Permanent - Full preference in Assistance APPLE applications and multimedia projects essential time Media or Microsoft Project or similar Business studies Understanding of multimedia production issues. Award winning Coming from a senior level in a creative team (Creative A strong Innovator and Director, Art Director, Head of Degree or Conceptual thinker Design - or similar) Creative equivalent in a Team leadership, excellent Permanent - Full Strong experience working in Director creative communicator, time digital agencies and with discipline understanding of financial projects in finances markets and design trends Portfolio of at least 3 major completed projects for high end brands. Minimum 6 years experience Experienced/Senior Web working in agency developer. environments Degree or Advanced object-oriented Substantial online advertising Technical equivalent in in programming. Permanent - Full and marketing experience Director computer science Experienced in mentoring & time (Website, viral, email, social or related field leading developers media etc.) Excellent communication Experienced in development skills project for smart phones desired Flash expert – up to version 2-4 years experience in Degree or 10 (equal parts Action Script interactive design. Flash equivalend in and Timeline animation) Experience in the production of Permanent - Full Developer graphic design or Have a strong multi-media complex and highly interactive time Animator any other creative background games, websites, virals, desktop discipline Extensive experience in apps, online advertising, etc. Phososhop and Ilustrator
  • 12. Maria Gomez Aguirre | 11 Web Awareness of HTML, CSS Higher education Great online portfolio Designer / and basic coding Freelance - Full in web design or 2 years experience in a similar UX Understanding of the User time equivalent position Specialist Experience process Awareness of HTML, CSS Higher education Web and basic coding 2 years experience in a similar Permanent - Full in web design or Designer Understanding of the User position time equivalent Experience process Excelent object-oriented programming At least 3 years experience as a Higher education Familiarity with data back-end developer for online Java in computer Freelance - Full modelling and SQL projects Developer science or time Knowledge of Objective-C Demonstrable iPhone equivalent and the Apple Cocoa Touch development experience frameworks Availability to plan for digital content creation from Proven experience in the briefing through to sign off Higher education creation and management of Content and publication on web-site Permanent - Full qualification in content online. Specialist Excelent communication time content editing Background in financial skills and a high standard of services desired written English Copywriting skills essential. Able to fault-find and record Experience in product/QA Higher education software and system errors testing Freelance – Part Tester in web design or Able to re-produce errors. Self-motivated and able to work Time equivalent High attention to detail as individual
  • 13. Maria Gomez Aguirre | 12 Appendix C Hardware and Software Specifications HARDWARE SOFTWARE Brand/Model : Apple MacBook Pro 15'' Laptop/Desktop: Laptop Processor: 2.4GHz Intel Core i5 Hard disk: 320GB Serial ATA Drive @ 5400 rpm RAM: 4GB 1066MHz DDR3 SDRAM - 2x2GB Monitor: MacBook Pro 15-inch Glossy Widescreen Microsoft Office Project 2007 Project Display dotPDN paint.NET 3.5.5 Manager DVD/CD ROM drives: SuperDrive 8x (DVD±R Adobe Flash Player 10 DL/DVD±RW/CD-RW) Subversion Client: SCPlugin 0.8.2 Graphic card: NVIDIA GeForce GT 330M with 256 MB Wireless ready: Yes Additional Hardware: Apple iPod Touch 8GB Brand/Model : Apple MacBook Pro 15'' Laptop/Desktop: Laptop Processor: 2.4GHz Intel Core i5 Hard disk: 320GB Serial ATA Drive @ 5400 rpm RAM: 4GB 1066MHz DDR3 SDRAM - 2x2GB Microsoft Office Project 2007 Monitor: MacBook Pro 15-inch Glossy Widescreen Production dotPDN paint.NET 3.5.5 Display Assistance Adobe Flash Player 10 DVD/CD ROM drives: SuperDrive 8x (DVD±R Subversion Client: SCPlugin 0.8.2 DL/DVD±RW/CD-RW) Graphic card: NVIDIA GeForce GT 330M with 256 MB Wireless ready: Yes Additional Hardware: Apple iPod Touch 8GB Brand/Model : Apple MacBook Pro 15'' Laptop/Desktop: Laptop Processor: 2.53GHz Intel Core i5 Hard disk: 500GB Serial ATA Drive @ 5400 rpm RAM: 4GB 1066MHz DDR3 SDRAM - 2x2GB Microsoft Office Project 2007 Monitor: MacBook Pro 15-inch Glossy Widescreen Adobe Creative Suite 5 Web Technical Display Premium Director DVD/CD ROM drives: SuperDrive 8x (DVD±R Subversion Client: SCPlugin 0.8.2 DL/DVD±RW/CD-RW) Apple Xcode 3.2 Graphic card: NVIDIA GeForce GT 330M with 256 MB Wireless ready: Yes Additional Hardware: Apple iPod Touch 8GB
  • 14. Maria Gomez Aguirre | 13 Brand/Model : Apple MacBook Pro 15'' Laptop/Desktop: Laptop Processor: 2.53GHz Intel Core i5 Hard disk: 500GB Serial ATA Drive @ 5400 rpm RAM: 8GB 1066MHz DDR3 SDRAM - 2x4GB Microsoft Office Project 2007 Monitor: MacBook Pro 15-inch Glossy Widescreen Adobe Creative Suite 5 Design Creative Display Premium Director Additional Monitor: Apple LED Cinema Display (24" Subversion Client: SCPlugin 0.8.2 flat panel) Apple Xcode 3.2 DVD/CD ROM drives: SuperDrive 8x (DVD±R DL/DVD±RW/CD-RW) Graphic card: NVIDIA GeForce GT 330M with 256 MB Wireless ready: Yes Brand/Model : Apple iMac 27'' Laptop/Desktop: Desktop Processor: 3.33GHz Intel Core 2 Duo Hard disk: 1TB Serial ATA Drive RAM: 8GB 1066MHz DDR3 SDRAM - 4x2GB Steelray Project Viewer 3.9.9.10 Flash Monitor: Built-in 27-inch (viewable) LED-backlit glossy Adobe Creative Suite 5 Design Developer widescreen TFT active-matrix liquid crystal display with Premium / Animator IPS technology Subversion Client: SCPlugin 0.8.2 DVD/CD ROM drives: Slot-loading 8x SuperDrive (DVD±R DL/DVD±RW/CD-RW) Graphic card: ATI Radeon HD 4850 512MB Wireless ready: Yes Brand/Model : Apple iMac 21.5'' Laptop/Desktop: Desktop Processor: 3.06GHz Intel Core 2 Duo Hard disk: 500GB Serial ATA Drive RAM: 4GB 1066MHz DDR3 SDRAM - 2x2GB Steelray Project Viewer 3.9.9.10 Web Monitor: Built-in 21.5-inch (viewable) LED-backlit Adobe Creative Suite 5 Web Designers glossy widescreen TFT active-matrix liquid crystal Premium display with IPS technology Subversion Client: SCPlugin 0.8.2 DVD/CD ROM drives: Slot-loading 8x SuperDrive (DVD±R DL/DVD±RW/CD-RW) Graphic card: NVIDIA GeForce 9400M Wireless ready: Yes Brand/Model : Apple MacBook Laptop/Desktop: Laptop Processor: 2.4GHz Intel Core 2 Duo Hard disk: 250GB Serial ATA Drive @ 5400 rpm RAM: 2GB 1066MHz DDR3 SDRAM - 2x1GB Monitor: 13.3-inch (diagonal) LED-backlit glossy Steelray Project Viewer 3.9.9.10 Content widescreen display dotPDN paint.NET 3.5.5 Specialist DVD/CD ROM drives: SuperDrive 8x DVD+/-R Subversion Client: SCPlugin 0.8.2 DL/DVD+/-RW/CD-RW Graphic card: NVIDIA GeForce 320M graphics processor with 256MB of DDR3 SDRAM shared with main memory Wireless ready: Yes
  • 15. Maria Gomez Aguirre | 14 Brand/Model : Apple iMac 21.5'' Laptop/Desktop: Desktop Processor: 3.06GHz Intel Core 2 Duo Hard disk: 500GB Serial ATA Drive RAM: 8GB 1066MHz DDR3 SDRAM - 4x2GB Monitor: Built-in 21.5-inch (viewable) LED-backlit Steelray Project Viewer 3.9.9.10 glossy widescreen TFT active-matrix liquid crystal Java dotPDN paint.NET 3.5.5 display with IPS technology Developer Subversion Client: SCPlugin 0.8.2 DVD/CD ROM drives: Slot-loading 8x SuperDrive Apple Xcode 3.2 (DVD±R DL/DVD±RW/CD-RW) Graphic card: NVIDIA GeForce 9400M Wireless ready: Yes Additional Hardware: Apple iPod Touch 8GB Brand/Model : Apple Mac mini Laptop/Desktop: Desktop Processor: 2.26GHz Intel Core 2 Duo Hard disk: 160GB Serial ATA Drive RAM: 2GB 1066MHz DDR3 SDRAM - 2x1GB Monitor: Apple LED Cinema Display (24" flat panel) DVD/CD ROM drives: SuperDrive 8x (DVD±R Steelray Project Viewer 3.9.9.10 Tester DL/DVD±RW/CD-RW) dotPDN paint.NET 3.5.5 Graphic card: NVIDIA GeForce 9400M graphics processor with 256MB of DDR3 SDRAM shared with main memory Wireless ready: Yes Additional Hardware: Apple iPod Touch 8GB
  • 16. Maria Gomez Aguirre | 15 Appendix D Risk Assessment Risk Consequences Strategy Risk Level Agreed in a project development plan, indicating all items that are in the scope. Making sure the client understand from the Time-Quality-Price balance Changes to the scope beginning of the project that changing the High broken the scope may result in a lower level of quality or not completing the project the project on schedule Tem building strategy to be implemented from the beginning of the production Team members miss deadlines or Potentiating out of work activities with Lose of creativity their work is not up to the team members. High standards Ensuring the work environment has all the features that can improve creativity. Celebration of reached milestones. Present the client with a set of wireframes Client thinks the final product is and flow-chart to sign off Visual Mismach High not what they wanted Agree on the look and feel at the beginning based on the demo Technical Problems (virus, broken Lose of information Implementation of a backup strategy, with High computers, deletion of Deadline can be compromised Adapt as a service provider files...) Chosen agency must be a well know one with experience dealing with celebrities Missing deadlines and common people Final product not up to the Problems with the requirements Medium recording agency Trying to minimize the impact of having to Problems dealing with celebrities end the contract with the agency by having and common people a proposal for an alternative one (Jacaranda). PM to follow their work by weekly reports Missing deadlines and meetings Problem with freelance Difficulties integrating the Medium talents frelance's code with the rest of Use of recruitment agency to provide new the project talents in case they are needed
  • 17. Maria Gomez Aguirre | 16 Bibliography BBC’s code of Practice. Access Agreements and Indemnity Forms. [online] Available from: http://www.bbc.co.uk/guidelines/editorialguidelines/advice/ Bilton, Chris. (2007). Management and Creativity: from creative industries to creative management. Blackwell. England, E. & Finney, A. (2002) Managing Multimedia: Project Management for Web and Convergent Media. 3rd edn. Book One – People and Processes. Harlow: Addison-Wesley. England, E. & Finney, A. (2002) Managing Multimedia: Project Management for Web and Convergent Media. 3rd edn. Book Two – Technical Issues. Harlow: Addison-Wesley. Essex, L. and Kusy, M., (1999). Fast Forward Leadership. Pearson Education Ltd. Jacobsen, J., Schlenker, T. & Edwards, L. (2005) Implementing a Digital Asset Management System: For Animation, Computer Games, and Web Development. Oxford: FocalPres. Layton, J., (2006) How Digital Rights Management Works. HowStuffWorks.com. [online] Available from: http://computer.howstuffworks.com/drm.htm. (accessed: 22/05/10). Tannenbaum, R. and Schmidt, W., (1973). How to Choose a Leadership Pattern. Harvard Business Review, May-June 1973. Pp162-180. [online] Available from: http://hbr.org/1973/05/how-to- choose-a-leadership-pattern/ar/1 (accessed 11/04/2010). Also from: http://www.scribd.com/doc/6893779/How-to-Choose-a-Leadership-Pattern-Tannenbaum-and- Schmidt (accessed 22/05/2010). Teale, D., (2001) Successful project risk assessment in a week. Institute of Management (London) Sisson, D., (1999) Web Site Quality Assurance. [online]. Available from: http://philosophe.com/qa/