SPM Unit-1
SPM Unit-1
SPM Unit-1
COURSE MATERIAL
UNIT 1
COURSE B.TECH
SEMESTER 31
Version V-1
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1. Course Objectives
The objectives of this course is to
1. Understanding the specific roles within a software organization as related to
project and process management
2. Describe the principles, techniques, methods & tools for model-based
management of software projects, assurance of product quality and process
adherence (quality assurance), as well as experience-based creation &
improvement of models (process management).
3. Understanding the basic infrastructure competences (e.g., process modelling
and measurement)
4. Understanding the basic steps of project planning, project management,
quality assurance, and process management and their relationships
2. Prerequisites
Students should have knowledge on
1. Software Engineering
3. Syllabus
UNIT I
Conventional Software Management: The waterfall model, conventional software
Management performance.
Evolution of Software Economics: Software Economics, pragmatic software cost
estimation
Improving Software Economics: Reducing Software product size, improving software
processes, improving team effectiveness, improving automation, Achieving required
quality, peer inspections.
4. Course outcomes
1. Describe and determine the purpose and importance of project management
from the perspectives of planning, tracking and completion of project.
2. Compare and differentiate organization structures and project structures
3. Implement a project to manage project schedule, expenses and resources with
the application of suitable project management tools.
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CO2 3 2 2 2 2 2 2 2
CO3 3 2 2 2 2 2 2
6. Lesson Plan
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2. Identifying the various software economics for case study project
8. Lecture Notes
1.1 Conventional software management
Conventional software management practices are sound in theory, but practice is still
tied to archaic (outdated) technology and techniques.
The best thing about software is its flexibility: It can be programmed to do almost
anything.
The worst thing about software is also its flexibility: The "almost anything" characteristic
has made it difficult to plan, monitors, and control software development.
Three important analyses of the state of the software engineering industry are
1.Software development is still highly unpredictable. Only about 10% of software
projects are delivered successfully within initial budget and schedule estimates.
2.Management discipline is more of a discriminator in success or failure than are
technology advances.
3.The level of software scrap and rework is indicative of an immature process.
All three analyses reached the same general conclusion: The success rate for software
projects is very low. The three analyses provide a good introduction to the magnitude of
the software problem and the current norms for conventional software management
performance.
2. In order to manage and control all of the intellectual freedom associated with software
development, one must introduce several other "overhead" steps, including system
requirements definition, software requirements definition, program design, and testing.
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These steps supplement the analysis and coding steps. Below Figure illustrates the resulting
project profile and the basic steps in developing a large-scale program.
Requirement
Analysis
Design
Coding
Testing
Operation
3. The basic framework described in the waterfall model is risky and invites failure. The
testing phase that occurs at the end of the development cycle is the first event for which
timing, storage, input/output transfers, etc., are experienced as distinguished from
analyzed. The resulting design changes are likely to be so disruptive that the software
requirements upon which the design is based are likely violated. Either the requirements
must be modified or a substantial design change is warranted.
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program designers are willing to do if left to their own devices. Why do we need so
much documentation? (1) Each designer must communicate with interfacing
designers, managers, and possibly customers. (2) During early phases, the
documentation is the design. (3) The real monetary value of documentation is to
support later modifications by a separate test team, a separate maintenance
team, and operations personnel who are not software literate.
3.Do it twice. If a computer program is being developed for the first time, arrange
matters so that the version finally delivered to the customer for operational
deployment is actually the second version insofar as critical design/operations are
concerned. Note that this is simply the entire process done in miniature, to a time
scale that is relatively small with respect to the overall effort. In the first version, the
team must have a special broad competence where they can quickly sense
trouble spots in the design, model them, model alternatives, forget the
straightforward aspects of the design that aren't worth studying at this early point,
and, finally, arrive at an error-free program.
4.Plan, control, and monitor testing. Without question, the biggest user of project
resources-manpower, computer time, and/or management judgment-is the test
phase. This is the phase of greatest risk in terms of cost and schedule. It occurs at
the latest point in the schedule, when backup alternatives are least available, if at
all. The previous three recommendations were all aimed at uncovering and solving
problems before entering the test phase. However, even after doing these things,
there is still a test phase and there are still important things to be done, including: (1)
employ a team of test specialists who were not responsible for the original design;
(2) employ visual inspections to spot the obvious errors like dropped minus signs,
missing factors of two, jumps to wrong addresses (do not use the computer to
detect this kind of thing, it is too expensive); (3) test every logic path; (4) employ the
final checkout on the target computer.
1.2.2 IN PRACTICE
Some software projects still practice the conventional software management approach.
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It is useful to summarize the characteristics of the conventional process as it has typically
been applied, which is not necessarily as it was intended. Projects destined for trouble
frequently exhibit the following symptoms:
For a typical development project that used a waterfall model management process,
Figure 1-2 illustrates development progress versus time. Progress is defined as percent
coded, that is, demonstrable in its target form.
Early success via paper designs and thorough (often too thorough) briefings.
Commitment to code late in the life cycle.
Integration nightmares (unpleasant experience) due to unforeseen
implementation issues and interface ambiguities.
Heavy budget and schedule pressure to get the system working.
Late shoe-homing of no optimal fixes, with no time for redesign.
A very fragile, unmentionable product delivered late.
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In the conventional model, the entire system was designed on paper, then implemented
all at once, then integrated. Table 1-1 provides a typical profile of cost expenditures
across the spectrum of software activities.
Late risk resolution A serious issue associated with the waterfall lifecycle was the lack of
early risk resolution. Figure 1.3 illustrates a typical risk profile for conventional waterfall
model projects. It includes four distinct periods of risk exposure, where risk is defined as
the probability of missing a cost, schedule, feature, or quality goal. Early in the life cycle,
as the requirements were being specified, the actual risk exposure was highly
unpredictable.
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The conventional process tended to result in adversarial stakeholder relationships, in
large part because of the difficulties of requirements specification and the exchange of
information solely through paper documents that captured engineering information in
ad hoc formats.
The following sequence of events was typical for most contractual software efforts:
1. The contractor prepared a draft contract-deliverable document that captured an
intermediate artifact and delivered it to the customer for approval.
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8. Software systems and products typically cost 3 times as much per SLOC as individual
software programs. Software-system products (i.e., system of systems) cost 9 times as
much.
9. Walkthroughs catch 60% of the errors
10. 80% of the contribution comes from 20% of the contributors.
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2) Transition: 1980s and 1990s, software engineering. Organizations used more-repeatable
processes and off-the-shelf tools, and mostly (>70%) custom components built in higher
level languages. Some of the components (<30%) were available as commercial
products, including the operating system, database management system, networking,
and graphical user interface.
3) Modern practices: 2000 and later, software production. This book's philosophy is rooted
in the use of managed and measured processes, integrated automation
environments, and mostly (70%) off-the-shelf components. Perhaps as few as 30% of
the components need to be custom built
Technologies for environment automation, size reduction, and process improvement are
not independent of one another. In each new era, the key is complementary growth in all
technologies. For example, the process advances could not be used successfully without
new component technologies and increased tool automation.
Figure 1-5: Three generations of software economics leading to the target objective
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investment (ROI) profile can be achieved in subsequent efforts across life cycles of
various domains
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COMO is also one of the most open and well-documented cost estimation models. The
general accuracy of conventional cost models (such as COCOMO) has been described
as "within 20% of actual, 70% of the time."
Most real-world use of cost models is bottom-up (substantiating a target cost) rather than
top-down (estimating the "should" cost). Figure 2-3 illustrates the predominant practice:
The software project manager defines the target cost of the software, and then
manipulates the parameters and sizing until the target cost can be justified. The rationale
for the target cost maybe to win a proposal, to solicit customer funding, to attain internal
corporate funding, or to achieve some other goal.
The process described in Figure 1-7 is not all bad. In fact, it is absolutely necessary to
analyze the cost risks and understand the sensitivities and trade-offs objectively. It forces
the software project manager to examine the risks associated with achieving the target
costs and to discuss this information with other stakeholders.
A good software cost estimate has the following attributes:
It is conceived and supported by the project manager, architecture team,
development team, and test team accountable for performing the work.
It is accepted by all stakeholders as ambitious but realizable.
It is based on a well-defined software cost model with a credible basis.
It is based on a database of relevant project experience that includes similar
processes, similar technologies, similar environments, similar quality requirements,
and similar people.
It is defined in enough detail so that its key risk areas are understood and the
probability of success is objectively assessed.
Extrapolating from a good estimate, an ideal estimate would be derived from a mature
cost model with an experience base that reflects multiple similar projects done by the
same team with the same mature processes and tools.
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human-generated source material. Component-based development is introduced as
the general term for reducing the "source" language size to achieve a software solution.
size reduction is the primary motivation behind improvements in higher order languages
(such as C++, Ada 95, Java, Visual Basic), automatic code generators (CASE tools, visual
modeling tools, GUI builders), reuse of commercial components (operating systems,
windowing environments, database management systems, middleware, networks), and
object-oriented technologies (Unified Modeling Language, visual modeling tools,
architecture frameworks).
The reduction is defined in terms of human-generated source material. In general, when
size-reducing technologies are used, they reduce the number of human-generated
source lines.
1.6.1 LANGUAGES
Universal function points (UFPs) are useful estimators for language-independent, early
life-cycle estimates. The basic units of function points are external user inputs, external
outputs, internal logical data groups, external data interfaces, and external inquiries.
SLOC metrics are useful estimators for software after a candidate solution is formulated
and an implementation language is known. Substantial data have been documented
relating SLOC to function points. Some of these results are shown in Table 3-2.
Languages expressiveness of some of today’s popular languages
LANGUAGES SLOC per UFP
Assembly 320
C 128
FORTAN77 105
COBOL85 91
Ada83 71
C++ 56
Ada95 55
Java 55
Visual Basic 35
Table 3-2
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programming languages appear to benefit both software productivity and software
quality. The fundamental impact of object-oriented technology is in reducing the overall
size of what needs to be developed.
People like drawing pictures to explain something to others or to themselves. When they
do it for software system design, they call these pictures diagrams or diagrammatic
models and the very notation for them a modeling language.
1.6.3 REUSE
Reusing existing components and building reusable components have been natural
software engineering activities since the earliest improvements in programming lan-
guages. With reuse in order to minimize development costs while achieving all the other
required attributes of performance, feature set, and quality. Try to treat reuse as a
mundane part of achieving a return on investment.
Most truly reusable components of value are transitioned to commercial products
supported by organizations with the following characteristics:
They have an economic motivation for continued support.
They take ownership of improving product quality, adding new features, and
transitioning to new technologies.
They have a sufficiently broad customer base to be profitable.
The cost of developing a reusable component is not trivial. Figure 3-1 examines the
economic trade-offs. The steep initial curve illustrates the economic obstacle to
developing reusable components.
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Reuse is an important discipline that has an impact on the efficiency of all workflows and
the quality of most artifacts.
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The focus of the macro process is on creating an adequate instance of the Meta
process for a specific set of constraints.
Microprocess: a project team's policies, procedures, and practices for achieving an
artifact of the software process. The focus of the micro process is on achieving an
intermediate product baseline with adequate quality and adequate functionality
as economically and rapidly as practical.
Although these three levels of process overlap somewhat, they have different
objectives, audiences, metrics, concerns, and time scales as shown in Table 3-4
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3. The principle of career progression: An organization does best in the long run by
helping its people to self-actualize.
4. The principle of team balance: Select people who will complement and harmonize
with one another
5. The principle of phase-out: Keeping a misfit on the team doesn't benefit anyone
Software project managers need many leadership qualities in order to enhance team
effectiveness. The following are some crucial attributes of successful software project
managers that deserve much more attention:
1.Hiring skills. Few decisions are as important as hiring decisions. Placing the right
person in the right job seems obvious but is surprisingly hard to achieve.
2.Customer-interface skill. Avoiding adversarial relationships among stakeholders is
a prerequisite for success.
Decision-making skill. The jillion books written about management have failed to
provide a clear definition of this attribute. We all know a good leader when we run into
one, and decision-making skill seems obvious despite its intangible definition.
Team-building skill. Teamwork requires that a manager establish trust, motivate progress,
exploit eccentric prima donnas, transition average people into top performers, eliminate
misfits, and consolidate diverse opinions into a team direction.
Selling skill. Successful project managers must sell all stakeholders (including themselves)
on decisions and priorities, sell candidates on job positions, sell changes to the status quo
in the face of resistance, and sell achievements against objectives. In practice, selling
requires continuous negotiation, compromise, and empathy.
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compilers and linkers have provided automated transition of source code into
executable code.
Reverse engineering is the generation or modification of a more abstract representation
from an existing artifact (for example, creating a .visual design model from a source
code representation).
Economic improvements associated with tools and environments. It is common for tool
vendors to make relatively accurate individual assessments of life-cycle activities to
support claims about the potential economic impact of their tools. For example, it is easy
to find statements such as the following from companies in a particular tool.
Requirements analysis and evolution activities consume 40% of life-cycle costs.
Software design activities have an impact on more than 50% of the resources.
Coding and unit testing activities consume about 50% of software development
effort and schedule.
Test activities can consume as much as 50% of a project's resources.
Configuration control and change management are critical activities that can
consume as much as 25% of resources on a large-scale project.
Documentation activities can consume more than 30% of project engineering
resources.
Project management, business administration, and progress assessment can
consume as much as 30% of project budgets.
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Change management metrics for objective insight into multiple-perspective
change trends and convergence or divergence from quality and progress goals
Inspections are also a good vehicle for holding authors accountable for quality
products. All authors of software and documentation should have their products
scrutinized as a natural by-product of the process. Therefore, the coverage of inspec-
tions should be across all authors rather than across all components.
9. Practice Quiz
1. Essential steps common to the development of computer programs
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a) Analysis
b) Coding
c) Both (a) and (b)
d) None of the above
2. For every $1 you spent on development, you will spend _________ on maintenance
a) $3
b) $1
c)$2
d) $4
3. Software development and maintenance costs are primarily a function of
a) Quality
b) Environment
c) SLOC
d) Personnel
4.______ technology is a good example of tools enabling a new and different process
a) CUI
b)GUI
c) Both (a) and (b)
d) None of the above
5. Test activities can consume______of a project resources.
a) 15%
b) 50%
c) 35%
d) 40%
6. Meta process time scale will be
a) 1 to 6 months
b) 6 to 12 months
c) 1 to many years
d) <1 month
7. Which reduction is the primary motivation behind improvements in higher order
languages?
a) Quality
b) Size
c) Environment
d) Personnel
8. Which are useful estimators for language-independent, early life-cycle estimates?
a) UFP
b) Size
c) Quality
d) None of the above
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b) 6 to 12 months
c) 1 to many years
d) <1 month
10. Number of parameters in software economics
a) 2
b) 3
c) 4
d) 5
10. Assignments
S.No Question BL CO
1 With the help of neat diagram, explain the Water fall model 2 1
List and explain the conventional software management
2 2 1
performance
3 Illustrate the pragmatic for software cost estimation 2 1
Explain Boehm’s top 10 quotations for the conventional software
4 2 1
management performance
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of the most open and well-documented cost estimation models
3 Give brief description on essential steps for the development of
software program
1 1
Ans. There are two essential steps common to the development
of computer programs: analysis and coding
4 What are the crucial attributes for successful software
managers?
Ans. The following are some crucial attributes of successful
software project managers that deserve much more
attention:
1 1
Hiring skills
Customer-interface skill
Decision-making skill
Team-building skill
Selling skill
5 What is team cohesion? Why we need it?
Ans. Team cohesion is the strength and extent of interpersonal
connection existing among the members of a group
1 1
Successful teams are cohesive, and cohesive teams are
successful. Successful teams and cohesive teams share
common objectives and priorities
6 What is COCOMO model?
Ans. The COCOMO (Constructive Cost Model) is one of the
most popularly used software cost estimation models i.e. it
estimates or predicts the effort required for the project,
1 1
total project cost and scheduled time for the project. This
model depends on the number of lines of code for
software product development. It was developed by a
software engineer Barry Boehm in 1981
7 What is 80/20 principle?
1 1
Ans. 80% of the contribution comes from 20% of the contributors
8 What is meant by team effectiveness?
Ans. Team effectiveness (also referred to as group
effectiveness) is the capacity a team has to accomplish 1 1
the goals or objectives administered by an authorized
personnel or the organization.
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S.No Question BL CO
1 Explain the evolution of waterfall in detail 2 1
2 List and explain the different parameters used in software cost 2 1
models
3 What is Conventional Software Management? Explain 10 2 1
principles.
4 Explain how software process improvement will reduce its cost 2 1
1. A study of software management: The state of practice in the United States and
Japan
The purpose of the study reported here was to increase our understanding of
the problems in managing software development and the situations in which
these problems occurred — all from the perspective of software managers. The
qualitative research method used during this study was based on grounded
theory, a user-based approach from the social sciences that facilitates the
discovery and definition of generalizations and themes about a complex
subject, such as software development. Thirty-two managers from 14
companies in the United States and Japan were interviewed. The results of the
analysis of the data collected suggest that many interacting technical and
nontechnical factors come into play. Two major differences between the
development contexts of the managers in the United States and Japan were
related to development personnel and constraints placed on the projects.
Similar hardware, software tools, and software processes were applied to their
development efforts. Examination of the technological aspects of software
development showed few distinguishing characteristics between the practices
of the two countries. In contrast, examination of management and sociological
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issues provides insight into the differences, specifically those related to roles
managers played with their people, subcontractors, and customers.
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