I have been chosen to be this week IT-profile on Danish IT-news website Version2. You can read the article here.
It’s in Danish, but the gist of the article is that I think most ERP systems implementations is driven to much by what the system can do, instead of what the company needs, and what will create value for the company in which ERP system is being implemented.
I argue that to realize the full benefit of ERP systems, you have to start with looking at the company’s strategy and goals, and then structure an ERP solution that helps the company reach those goals. Too often I have seen the opposite happen, and ERP being implemented based on the capabilities of a specific ERP system instead of what the company need. And that do not lead to customer satisfaction.
Secondly I argue that ERP system is often looked on as technical implementation of a new IT-system, instead of what it really is – a project that changes the way the employees work. To get the full benefit of the implementation, you have to have change management initiatives running parallel, to ensure that employees and partners understand their benefit of using the system.
I intend to write more about this subject in the coming months, so be sure to check back in regularly.
mandag den 5. november 2012
onsdag den 6. juni 2012
Gaming for leadership
As you might have read
earlier in this blog, I think that we can learn a lot from games and
gaming about how to be productive in our work life. So I have been
reading a lot about games, gaming (and gamification lately, and it
has truck me that what characterizes a good game is also what
characterizes good leadership.
It was while reading
Jane McGonical's book “Reality is Broken” that it started
to fall into place for me. She defines a game as sharing
4 common traits - a goal, rules, a feedback system and voluntary
participation. Playing a game is fun, because as we try to reach the
goal, certain constraints apply (the rules) offering resistance to
reaching the goal, we gain feedback along the way on whether or not
we have reached the goal, and since it is a game, nobody is forcing
you to do this.
Ideally that is how good leadership should be as well – the goal is set
either by the leader or the team as a whole and in come cases by
outside forces. Certain constraints apply such as time, materials,
and resources available. And while we work to reach the goal feedback
should be coming back to us in a multitude of forms from our
leadership, from customers and vendors, and other parties involved in
the business. It is also a voluntary commitment, because we can in
most cases quit the job, if we do not like it.
The problem
is off course that things are seldom ideal and hence work is often
not as fun as it could be. What is strange is off course that there
is really nothing stopping us from trying to reach an ideal state. We
have control of almost all the parameters and the ones we do not have
control over, we can get feedback on and adjust to. Let look at the 4
traits one at a time.
A game has a clearly
defined goal. In in reality projects often have vague goals or
conflicting goals from stakeholder to stakeholder. But it does not
have to be that way. Practically all books I have read about
leadership and management states that having a clear and measurable
goal is paramount if you want to succeed. So if we want to make work
more fun by making them more like games we need to focus on making
good goals – which is something we can do something about.
A game has clearly defined
rules - reality do not. However the constraints of a project act
somewhat like rules. Things like we cant go over budget, we cant get
more members on the team, and we need to finish by a certain deadline
can all be considered the rule of the project – the constraints we
have to act within. These are usually the things that are hardest to
change and hence we feel blocked by them. But if we accept them just
as we accept rule sin a game, we can enable faster and easier
decision making. Its all about focusing on the goal and how to reach
it within the constraints instead of focusing on the constraints and
how to get around them.
Feedback is easier if we
have clearly defined goals. But we have already established that if
we do not feel that the goals are clear we should start by clarifying
them. However even when we have good goals to measure against good
feedback does not automatically follow. Good feedback requires rules
and methods and diligence to achieve it. Most agile methods have lots
of feedback procedures in the form of burn down charts, sprint
demo's, code reviews and sprint reviews. For some reason I have often
experienced, that the first things that are sacrificed when time are
about to run out are the feedback routines because the do not seem to
add value in themselves. But they are essential as they are what
allows us to measure the value of the work we do against the goals.
Voluntary
participation might seem something that only really applies to games
and not work. Because realistically how many of us wants to quit our
job because of one bad project. But this is where the leadership part
really should shine. I think this quote from Dwight D. Eisenhower put
that very well in perspective: “
Leadership
is the art of getting someone else to do something you want done
because he wants to do it.". And I think that if you focus on
getting the first 3 thngs right (goals, rules, feedback) then you are
much more likely to get people to want to work for you and having
more fun doing so.
mandag den 23. april 2012
Planning for quality
As the fourth value
in the agile manifesto (link) is: ”Responding to change over
following a plan”, I have often experienced that it is difficult to
convey to a team, why we should plan when we know it is going to be
changed later anyway. Why not just start coding and act.
Many agile methods such as
XP and Scrum actually has a lot of planning activities in them, and
actually follow a quite strict schedule, although that schedule is
very different from waterfall methods. But I find that few can
explain the paradox of why planning is necessary when we don’t plan
on following it anyway.
And then I read this
little insight in a book not at all related to agile or programming,
but to leadership and it struck me that it was the reason why even
agile methods emphasize planning activities, although they value
responding to change over following a plan.
The insight is this little
quote from a book called Lateral Leadership:
”The goal
of planning, however, is not high quality plans but high quality
work.”
So when the
team ask why they must plan the answer is to heighten the quality of
the work they are doing. Work must have a direction, something to
work towards, a vision of how the world will be, when our product is
finished. And that is what planning does – it gives us a goal, and
with a goal it is much easier to see what the next step towards that
goal is.
If we look
at planning this way, how good a plan is can then be measured by
looking at the output of the work that comes from following the plan.
This can then be used as input for retrospectives, where we can
suddenly ask ourselves, if improved planing can help improve our
quality.
It can also
help us set the time span of an iteration, as when following the plan
no longer provide high quality work or value for the customer, then
we should look at stopping to follow the plan or change the plan –
i.e. start a new iteration.
The
last thing I really like with this definition of what a constitutes
good planning is that it gives us an external measure of whether a
plan is good. A plan is no longer measured on if it meet certain
criteria or conforms to a certain standard. It can be valued on the
output – did we get the value we wanted when we did the planning.
What
do you tell your team, when they ask you why they should do all that
planning?
tirsdag den 10. april 2012
Gaming for a discount
If
you have been reading some of my other blog post, you have probably
realised that I am becoming more and more interested in gamification
- i.e. how games and gaming can be used to make work both more fun
and productive.
So
this morning while browsing my emails I noticed an Email form
Sitepoint that offered a discount if I completed a simple
little game. Normally email with offers goes almost straight into the
trash can, but because of the little game, I was intrigued.
The
game was a simple game of searching their websites for 3
clues. I completed the game and even though I did not take the offer,
they got me to browse their website. I think this is a fantastic way
of showing how adding even a little gaming contect can spur the
curiosity of a reader and get him to look at your website. This is
gamification in it simplest form – I wish there where more like
this.
PS
– I am not in any way affiliated with SitePoint – I just bought
some stuff from them and now receive their newsletter.
mandag den 26. marts 2012
Action stations!
When I started this blog, I swore to my self that this was not going to be one of those blogs, that only have 3-4 post and then just stop. And here I am and it has been more than 4 months since I updated it.
Luckily I happened to watch this little fun video earlier today. Since it's core message is to take action, I decided to take some action and make a blog post. The part about taking action is one I have mentioned earlier in this blog post.
So this is the first post of the revival of this blog - please do come back and check regularly - I promise there will be more posts soon!
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