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The Art of Project Management By Scott Berkun

The Art of Project Management  By Scott Berkun
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Publisher: O'Reilly
Pub Date: April 2005
ISBN: 0-596-00786-8
Pages: 392


  Copyright
     Preface
        Who should read this book
        Assumptions I've made about you in writing this book
        How to use this book
         Chapter One.  A brief history of project management (and why you should care)
        Section 1.1.  Using history
        Section 1.2.  Web development, kitchens, and emergency rooms
        Section 1.3.  The role of project management
        Section 1.4.  Program and project management at Microsoft
        Section 1.5.  The balancing act of project management
        Section 1.6.  Pressure and distraction
        Section 1.7.  The right kind of involvement
        Section 1.8.  Summary
     Part I:  Plans
            Chapter Two.  The truth about schedules
        Section 2.1.  Schedules have three purposes
        Section 2.2.  Silver bullets and methodologies
        Section 2.3.  What schedules look like
        Section 2.4.  Why schedules fail
        Section 2.5.  What must happen for schedules to work
        Section 2.6.  Summary
            Chapter Three.  How to figure out what to do
        Section 3.1.  Software planning demystified
        Section 3.2.  Approaching plans: the three perspectives
        Section 3.3.  The magical interdisciplinary view
        Section 3.4.  Asking the right questions
        Section 3.5.  Catalog of common bad ways to decide what to do
        Section 3.6.  The process of planning
        Section 3.7.  Customer research and its abuses
        Section 3.8.  Bringing it all together: requirements
            Chapter Four.  Writing the good vision
        Section 4.1.  The value of writing things down
        Section 4.2.  How much vision do you need?
        Section 4.3.  The five qualities of good visions
        Section 4.4.  The key points to cover
        Section 4.5.  On writing well
        Section 4.6.  Drafting, reviewing, and revising
        Section 4.7.  A catalog of lame vision statements (which should be avoided)
        Section 4.8.  Examples of visions and goals
        Section 4.9.  Visions should be visual
        Section 4.10.  The vision sanity check: daily worship
        Section 4.11.  Summary
            Chapter Five.  Where ideas come from
        Section 5.1.  The gap from requirements to solutions
        Section 5.2.  There are bad ideas
        Section 5.3.  Thinking in and out of boxes is OK
        Section 5.4.  Good questions attract good ideas
        Section 5.5.  Bad ideas lead to good ideas
        Section 5.6.  Perspective and improvisation
        Section 5.7.  The customer experience starts the design
        Section 5.8.  A design is a series of conversations
        Section 5.9.  Summary
            Chapter Six.  What to do with ideas once you have them
        Section 6.1.  Ideas get out of control
        Section 6.2.  Managing ideas demands a steady hand
        Section 6.3.  Checkpoints for design phases
        Section 6.4.  How to consolidate ideas
        Section 6.5.  Prototypes are your friends
        Section 6.6.  Questions for iterations
        Section 6.7.  The open-issues list
        Section 6.8.  Summary
     Part II:  Skills
            Chapter Seven.  Writing good specifications
        Section 7.1.  What specifications can and cannot do
        Section 7.2.  Deciding what to specify
        Section 7.3.  Specifying is not designing
        Section 7.4.  Who, when, and how
        Section 7.5.  When are specs complete?
        Section 7.6.  Reviews and feedback
        Section 7.7.  Summary
            Chapter Eight.  How to make good decisions
        Section 8.1.  Sizing up a decision (what's at stake)
        Section 8.2.  Finding and weighing options
        Section 8.3.  Information is a flashlight
        Section 8.4.  The courage to decide
        Section 8.5.  Paying attention and looking back
        Section 8.6.  Summary
            Chapter Nine.  Communication and relationships
        Section 9.1.  Management through conversation
        Section 9.2.  A basic model of communication
        Section 9.3.  Common communication problems
        Section 9.4.  Projects depend on relationships
        Section 9.5.  The best work attitude
        Section 9.6.  Summary
            Chapter Ten.  How not to annoy people: process, email, and meetings
        Section 10.1.  A summary of why people get annoyed
        Section 10.2.  The effects of good process
        Section 10.3.  Non-annoying email
        Section 10.4.  How to run the non-annoying meeting
        Section 10.5.  Summary
            Chapter Eleven.  What to do when things go wrong
        Section 11.1.  Apply the rough guide
        Section 11.2.  Common situations to expect
        Section 11.3.  Take responsibility
        Section 11.4.  Damage control
        Section 11.5.  Conflict resolution and negotiation
        Section 11.6.  Roles and clear authority
        Section 11.7.  An emotional toolkit: pressure, feelings about feelings, and the hero complex
        Section 11.8.  Summary
     Part III:  Management
            Chapter Twelve.  Why leadership is based on trust
        Section 12.1.  Building and losing trust
        Section 12.2.  Make trust clear (create green lights)
        Section 12.3.  The different kinds of power
        Section 12.4.  Trusting others
        Section 12.5.  Trust is insurance against adversity
        Section 12.6.  Models, questions, and conflicts
        Section 12.7.  Trust and making mistakes
        Section 12.8.  Trust in yourself (self-reliance)
        Section 12.9.  Summary
            Chapter Thirteen.  How to make things happen
        Section 13.1.  Priorities make things happen
        Section 13.2.  Things happen when you say no
        Section 13.3.  Keeping it real
        Section 13.4.  Know the critical path
        Section 13.5.  Be relentless
        Section 13.6.  Be savvy
        Section 13.7.  Summary
            Chapter Fourteen.  Middle-game strategy
        Section 14.1.  Flying ahead of the plane
        Section 14.2.  Taking safe action
        Section 14.3.  The coding pipeline
        Section 14.4.  Hitting moving targets
        Section 14.5.  Summary
            Chapter Fifteen.  End-game strategy
        Section 15.1.  Big deadlines are just several small deadlines
        Section 15.2.  Elements of measurement
        Section 15.3.  Elements of control
        Section 15.4.  The end of end-game
        Section 15.5.  Party time
        Section 15.6.  Summary
            Chapter Sixteen.  Power and politics
        Section 16.1.  The day I became political
        Section 16.2.  The sources of power
        Section 16.3.  The misuse of power
        Section 16.4.  How to solve political problems
        Section 16.5.  Know the playing field
        Section 16.6.  Summary
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