Professional Documents
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ONE
TEAM CAT
Team C.A.T.
Contents
EXECUTIVE SUMMARY ..........................................................................................................................................3
SCOPE STATEMENT .................................................................................................................................................4
Scope ....................................................................................................................................... 4
Completion Criteria ................................................................................................................ 4
Risk Assessment ..................................................................................................................... 4
Constraints .............................................................................................................................. 5
Dependency Linkages ............................................................................................................. 5
Impacts .................................................................................................................................... 5
Measures of Project Success ................................................................................................... 5
Assumptions............................................................................................................................ 6
Critical Success Factors .......................................................................................................... 6
PROJECT CHARTER .................................................................................................................................................6
Project Start Date .................................................................................................................... 6
Projected Finish Date .............................................................................................................. 6
Project Manager ...................................................................................................................... 6
Project Objectives ................................................................................................................... 6
Main Project Success Criteria ................................................................................................. 6
Approach (Tools/Techniques) to Completion the Project ...................................................... 7
PROJECT MANAGEMENT ROLES AND RESPONSIBILITIES ........................................................................7
Deliverable One ...................................................................................................................... 8
Deliverable Two...................................................................................................................... 8
Deliverable Three.................................................................................................................... 8
Website Creation/ Updates And Online Tools Management .................................................. 8
Weekly Assignments .............................................................................................................. 8
PROJECT COMMUNICATION PLAN ....................................................................................................................8
Collection and Filing Structure For Gathering and Storing Project Information ................... 8
Format, Content, and Level of Detail of Key Project Information ......................................... 8
Production Schedule and Resources For Producing Key Project Information ....................... 9
Technologies, Access Methods, and Frequency of Communications .................................... 9
Method For Updating the Communications Management Plan ............................................. 9
Escalation Procedures ............................................................................................................. 9
Stakeholder Register and Communications Analysis ........................................................... 10
WORK BREAKDOWN STRUCTURE ....................................................................................................................11
SUPPORTING RESEARCH .....................................................................................................................................18
SWOT Analysis .................................................................................................................... 18
Existing Project/Product/Services ......................................................................................... 19
Meeting Notes ....................................................................................................................... 19
Status Reports ....................................................................................................................... 19
Gantt Chart ............................................................................................................................ 19
Page 2 of 19
Team C.A.T.
Executive
Summary
The
Van
Pelt
&
Opie
Library
at
Michigan
Technological
University
is
developing,
with
the
help
of
Team
C.A.T.,
a
semester-long
game
for
students
in
which
participants
can
acquire
points
by
performing
different
tasks
in
the
library
and
with
library
resources.
This
document
provides
an
overview
of
Team
C.A.T.s
library-based
information
literacy
game,
including
the
projects
scope,
charter,
and
schedule.
This
game
will
help
students
understand
information
literacy
concepts
and
develop
information
literacy
skills,
which
will
be
useful
to
them
in
their
academic
careers
and
beyond.
Michigan
Technological
University
has
information
literacy
listed
among
its
student
learning
goals,
but
to
achieve
this
goal
the
university
requires
support
and
action.
The
library
has
already
engaged
students
and
professors
through
instruction
sessions,
peer-assisted
research,
and
yearly
information
literacy
evaluations.
This
game
will
both
stand
alone
and
provide
supplementary
materials
to
these
services
with
a
focus
on
encouraging
students
to
become
active
participants
in
developing
these
skills.
As
students
have
varied
schedules
throughout
the
week
and
the
semester,
this
game
is
an
opportunity
for
them
to
develop
their
skills
on
their
own
time
with
additional
incentives
available.
It
will
also
provide
professors
a
means
to
encourage
students
to
use
library
resources
for
their
courses;
many
already
give
library-related
assignments
and
the
game
will
help
them
focus
in
on
particular
concepts
of
information
literacy.
Page 3 of 19
Team C.A.T.
Scope
Statement
Scope
This
project
will
consist
of
creating
a
student-engaging
game
revolving
around
information
literacy
concepts.
Project
development
will
be
completed
and
the
game
will
be
ready
for
implementation
by
August
29,
2016.
Game
mechanics
will
address
essential
information
literacy
skills
and
will
be
accessible
to
different
learning
styles
and
skill
levels.
Completion
Criteria
The
project
has
been
successfully
completed
when
the
following
conditions
are
met:
Library
faculty
and
staff
have
identified
the
primary
learning
objectives
for
the
game.
Eight
different
game
tasks
have
been
planned,
developed,
and
tested.
The
game
instructions
have
been
finalized.
The
scoring
system
has
been
established.
A
marketing
plan
has
been
developed
and
implemented.
Prizes
and
incentives
have
been
obtained,
and
the
prize
schedules
and
distribution
system
established.
The
library
staff
has
been
trained.
Risk
Assessment
Potential
points
of
risk
in
developing
the
Library
Game
include:
Shortage
of
staff
time
and
resources
to
develop
the
game
Potential
student
disinterest:
Students
may
not
be
inclined
to
voluntarily
participate
in
an
information
literacy
game,
and
students
who
are
required
to
participate
in
their
first
year
courses
may
complete
only
the
minimum
amount
required.
Students
at
a
technological
university
also
have
a
high
interest
in
gaming,
and
will
expect
high
quality
game
mechanics
and
story.
Low
stakeholder
buy-in:
Not
all
library
staff
members
are
gamers,
and
may
need
convincing
that
this
project
is
worthy
of
resources.
Faculty
may
not
be
motivated
to
participate
in
game
planning.
Technology
glitches
in
the
point
system
and
virtual
activities
could
interfere
with
game
play
and
rewards
system.
Staff
resources:
Secure
commitments
from
Library
management
and
staff
to
allocate
work
hours
and
resources
to
the
development
and
implementation
of
the
Library
Game.
Potential
student
disinterest:
The
library
staff
will
partner
with
Husky
Games
and
include
student
representation
in
the
project
development
teams
in
order
to
create
a
game
that
is
engaging
from
the
students
perspective
and
free
of
technology
glitches.
Planners
will
ensure
that
there
are
quality
prizes
in
enough
quantity.
The
project
plan
will
include
a
comprehensive
promotional
plan
to
market
the
game
and
generate
interest
among
campus
students.
Page 4 of 19
Team C.A.T.
Low
stakeholder
buy-in:
Utilize
the
expertise
of
Husky
Games
members
to
demonstrate
for
stakeholders
how
games
can
be
a
tool
for
student
learning
Develop
a
testing
schedule
to
ensure
quality
game
mechanics
for
all
activities
and
to
work
out
any
potential
technological
problems.
Establish
frequent
download
schedule
of
point
information
to
control
the
data
being
collected.
Constraints
Limited
budget:
A
portion
of
the
funding
for
this
project
will
come
from
the
librarys
outreach
budget,
while
the
remainder
will
be
provided
through
special
projects
funding
from
the
Provost.
IT
Expertise:
Campus
IT
does
not
have
resources
available
to
develop
a
game
system
for
this
project.
Need
to
outsource
work
on
the
game
technology
and
interfaces,
utilizing
the
Husky
Games
team.
Limited
prizes:
Budget
and
staff
time
constraints
for
obtaining
prizes.
Need
to
monitor
game
progress
to
ensure
that
there
are
enough
prizes
available
for
participants.
Dependency
Linkages
Game
tasks
will
be
constructed
around
a
statement
of
information
literacy
goals
developed
with
input
from
faculty
and
library
staff.
This
will
require
a
committee
of
stakeholders
whose
activities
will
need
to
be
monitored
to
ensure
that
the
committees
recommendations
are
complete
in
time
to
allow
the
development
and
testing
of
game
activities.
The
Library
Game
will
partner
with
the
Husky
Games
team
to
develop
the
points
tracking
system
and
virtual
game
tasks
within
the
projects
time
frame.
Husky
Games
is
a
student-run
enterprise,
and
as
such
is
dependent
on
student
time
and
skills.
Impacts
Library
support
staff
will
carry
additional
duties
while
library
staff
and
administration
direct
their
resources
to
the
development
and
implementation
of
the
game.
Increased
library
traffic
and
higher
demand
on
the
library
website
during
the
game
activity
period
Alteration
of
staff
duties:
significant
staff
time
will
be
dedicated
towards
the
Library
Game
during
the
beginning
of
a
new
school
year.
Additional
staff
time
may
be
necessary
to
ensure
the
continuation
of
other
library
services.
Team C.A.T.
Long
term
success
measure:
Subsequent
library
reference
studies
show
an
increase
in
undergraduate
awareness
of
library
resources
Assumptions
University
Provost
is
in
support
of
the
game
and
will
provide
adequate
funding.
Library
administration
is
in
support
of
the
game
and
will
allocate
library
staff
time
to
it.
The
student-run
enterprise
Husky
Games
has
the
technical
resources
and
expertise
to
develop
online
game
tasks
and
scoring
system.
Game
tasks
will
be
approved
by
administration
and
aligned
with
identified
information
literacy
goals.
Husky
Games
will
develop
the
point
tracking
system
and
virtual
game
tasks.
Staff
will
be
trained
to
interact
with
the
game
and
the
participating
students.
Project
Charter
Project
Start
Date
September
2,
2015
Project
Manager
Team
C.A.T.
-
Abigail
Dillon,
Cheryll
Fong,
Teresa
Schmidt
Project
Objectives
Our
academic
library
will
develop
a
game-based
information
literacy
program
to
introduce
students
to
the
librarys
resources
and
services.
Some
of
the
objectives
of
The
MTU
Library
Game
include
a
need
to:
Introduce
information
literacy
concepts
to
students.
Engage
student
interest
in
the
library
and
its
resources.
Empower
students
to
develop
essential
information
literacy
skills.
Team C.A.T.
Page 7 of 19
Team C.A.T.
DELIVERABLE
DURATION
PROJECT MANAGER(s)
Deliverable One
Sept 30 Oct 14
Cheryll Fong
Deliverable Two
Oct 14 Nov 18
Abigail Dillon
Deliverable Three
Nov 18 Dec 16
Teresa Schmidt
Ongoing
Teresa
Schmidt
Abigail
Dillon,
Assistant
Cheryll
Fong,
Assistant
Weekly Assignments
Ongoing
On Rotation
Weebly
site
will
contain
all
formal
project
documents,
and
include
only
approved
documents
ready
for
public
access.
Memo
to
library
director
will
include
progress
and
schedule
reports
Husky
Team
meetings
will
be
held
virtually
(Google
Hangout,
Skype)
and
focus
on
an
informal
update
of
project
progress,
adherence
to
schedule,
and
potential
issues.
Page 8 of 19
Team C.A.T.
Meeting
length:
20
minutes,
unless
there
are
agenda
items
(pre-approved
by
Team
C.A.T.).
Communication
issues
and
requests
for
changes
to
the
communications
management
plan
should
be
directed
to
Team
C.A.T.
Escalation
Procedures
Issues
should
first
be
addressed
to
Team
C.A.T.
for
discussion.
If
a
satisfactory
solution
isnt
found,
go
to
library
director.
(Provost
only
needs
to
get
involved
with
budget
issues.)
Page 9 of 19
Team C.A.T.
CONTACT
PERSON
Team C.A.T.
Project
mangers:
Abigail
Dillon,
Cheryll
Fong,
Teresa
Schmidt
Library Staff
Weekly
Library
Director,
Sarah
Osman
Husky
Games
Team
Skype meetings
Bi-weekly
MTU
IT
Department
Weekly
IT
Representative,
Roland
Lasky
Library
Game
Committee
Monthly
Committee Chair
Page 10 of 19
Team C.A.T.
Page 11 of 19
Team C.A.T.
WBS Dictionary
Level
WBS
Code
0.0
1.0
1.1
1.3
Stakeholder Register
2.1
SWOT Analysis
WBS Term
Definition
The
Library
Game
is
a
semester-long
information
literacy
game
for
students
at
Michigan
Technological
University.
The
project
management
team
will
be
Team
C.A.T.,
and
project
work
will
be
completed
with
staff
from
the
Van
Pelt
and
Opie
Library
and
the
Husky
Games
team.
Completing
this
project
requires
the
development
of
a
project
team,
learning
objectives,
games
and
activities,
a
points
tracking
system,
a
marketing
plan,
and
game
incentives
and
rewards.
Completing
this
task
includes
establishing
a
project
development
team,
determining
a
name
and
logo
for
the
team,
and
establishing
a
website
to
share
project
documents
and
progress.
The
project
team
will
establish
a
website
that
will
be
used
to
share
major
project
documents
and
deliverables
with
stakeholders
and
observers.
The
website
will
be
created
using
Weebly
(www.weebly.com).
The
stakeholder
register
will
identify
all
stakeholders
in
the
Library
Game
project,
and
will
record
contact
information
for
each
individual
and
group.
Stakeholders
include
all
those
who
have
an
interest
in
the
project
funding
and
sponsorship,
the
achievement
of
learning
goals,
the
development
of
the
game
activities
and
points
tracking
system,
and
the
end
users
of
the
game
(students).
A
SWOT
Analysis
assists
project
planning
by
identifying
the
internal
and
external
factors
that
affect
a
projects
need
and
likelihood
of
success.
The
project
management
team,
MTU
faculty
representatives,
and
Van
Pelt
and
Opie
Page 12 of 19
Team C.A.T.
2.4
Tool Implementation
3.0
Deliverable One
3.1
Project Charter
Team
C.A.T.
3
3.3
3.4
3.5
3.6
4.0
Communication Plan
Team C.A.T.
4.1
4.3
5.0
Final Deliverable
5.4
Potential
Procurement
(vendors)
Page 15 of 19
Team C.A.T.
The
library
will
contract
with
the
Husky
Games
team
for
the
game
interface
and
points
tracking
system.
The
in-library
coffee
shop,
local
merchants,
local
printers,
and
custom
promotional
item
supplies
such
as
Crestline
are
potential
vendors
for
prizes
and
incentives.
Page 16 of 19
Team C.A.T.
MILESTONE
DATE
LIS
640
Deliverable
1
Deliverable
2
10/21/15
12/02/15
Deliverable
3
Library
Game
Committee
Report
Complete
Registration
and
Point
System
online
Game
Registration
Opens
Marketing
Campaign
Begins
STATUS
Complete
Planning
phase
Planning
12/18/15
phase
01/31/16
Planning
phase
07/31/16
Planning
phase
08/29/16
Planning
phase
08/15/16
Planning
phase
RESPONSIBLE
ISSUES/COMMENTS
Cheryll
Fong
Abigail
Dillon
Teresa
Schmidt
Faculty/Student
Committee
Husky
Games
Page 17 of 19
Team C.A.T.
Supporting
Research
SWOT
Analysis
Team
C.A.T.
-
Project
SWOT
analysis
Abigail
Dillon,
Cheryll
Fong,
Teresa
Schmidt
LIS640
Project
Management
-
UW-Madison
SLIS
-
September
30,
2015
Project
name:
The
MTU
Library
Game
Project
description:
Our
academic
library
will
develop
a
game-based
information
literacy
program
to
introduce
students
to
the
librarys
resources
and
services.
Project
location:
Michigan
Technological
University,
Van
Pelt
&
Opie
Library
Helpful
Harmful
Strengths
Weaknesses
Internal
origin
(attributes
of
the
endeavor)
External
origin
(attributes
of
the
environment)
Opportunities
Threats
Student disinterest.
Page 18 of 19
Team C.A.T.
Existing
Project/Product/Services
1.
Summer
Game
-
Ann
Arbor
District
Library,
Ann
Arbor,
Michigan
This
annual
game
invites
all
card
holders
at
the
Ann
Arbor
District
Library
to
participate
in
summer
library
activities.
Participants
can
play
three
different
ways:
with
a
traditional
paper
reading
log
for
kids,
teens,
or
adults;
by
registering
and
playing
online;
and
by
playing
via
text
to
redeem
game
codes.
Players
earn
points
for
reading,
attending
library
events,
finding
game
codes,
and
completing
online
tasks,
and
then
redeem
those
points
for
real-world
prizes
in
the
Summer
Game
Shop.
The
game
also
includes
a
Points-O-Matic
feature
where
players
earn
points
for
rating
user
reviews,
tagging
local
history
photos,
and
more.
2.
Head
Hunt
-
The
Ohio
State
University
Libraries
This
online
game
asks
students
to
solve
for
clues
to
find
the
missing
head
of
their
mascot,
Brutus.
The
game
is
designed
to
introduce
first
year
students
to
the
University
Libraries
before
they
even
arrive
on
campus.
HeadHunt
includes
eight
different
games
and
six
videos
focusing
on
different
resources
available
through
the
University
Libraries.
Information
about
the
design
process
and
software
used
can
be
found
on
the
About
Head
Hunt
web
page.
3.
Goblin
Threat
and
other
tutorials
-
Lycoming
College,
Williamsport,
Pennsylvania
Library
and
college
staff
has
created
online
tutorials
called
Goblin
Threat
and
Choose
Your
Own
Library
Adventure
that
use
gaming
and
storytelling
to
teach
students
information
literacy
concepts.
Appendices
Meeting
Notes
Sunday,
10/18/2015
2:00pm-3:30pm;
Abby,
Teresa,
Cheryll;
Deliverable
1
Wednesday,
10/14/2015
7:30-9pm;
Abby,
Teresa,
Cheryll;
Agenda:
Deliverable
1
Saturday,
10/10/2015
9-10:20
am;
Teresa,
Cheryll;
Agenda:
Deliverable
1
Saturday,
10/3/2015
9-10
am;
Abby,
Cheryll;
Agenda:
Roster,
Scope
Statement
Saturday,
09/26/2015
2-10
am;
Abby,
Cheryll,
Teresa;
Agenda:
SWOT
Analysis,
Stakeholder
Register,
Forum
&
Polling
Thursday,
09/17/2015
9-10
pm;
Abby,
Cheryll,
Teresa;
Agenda:
Team
Contract,
Weebly,
Logo
Page 19 of 19