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DELIVERABLE

ONE


TEAM CAT

Cheryll Fong, Abigail Dillon, Teresa Schmidt

October 21, 2015


http://sliscat.weebly.com











Team C.A.T.

[Dillon, Fong, Schmidt

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


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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.

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Team C.A.T.

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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.

Risk mitigation plan:

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.
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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.

Measures of Project Success

Participation: achieve stated participation goals


Student feedback: Formal and information feedback from students such as comment
logs at interaction points and a survey attached to point tracking system conclusion
Faculty feedback: Do the activities planned meet the stated learning objectives? Are
they relevant to undergraduate academic needs?
Long term success measure: Increase in subsequent semesters library gate count and
web site visits
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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.

Critical Success Factors

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

Projected Finish Date August 29, 2016


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.

Main Project Success Criteria

Develop the Library Game for the Fall 2016 semester.


Meet the following student engagement goals:
o At least 1000 undergraduates register for the game
o At least 750 participants complete one or more game activities or game events
o At least 200 participants complete five or more game activities
Integrate the Library Game into the course requirements for UN1015 Composition and
UN1025 Global Issues. 73% of first year students take one of these courses.
o Students in UN1015 and UN1025 will be required to register for the game and
complete a minimum of two game activities.
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Provide enough prizes for all participants who earn points.


Establish evaluation methods to collect game data:
o Develop a post-game participant survey.
o Develop a post-game faculty survey.
o Provide mechanism to track data on game participation and completion rates for
each game activity and library event.
Develop the Library Game on schedule and within 10% of the project budget.

Approach (Tools/Techniques) to Completion the Project


Project management techniques to develop the schedule and planning for the Library Game
project: Gantt Charts, Critical path Analysis, Critical Chain Scheduling, PERT Analysis, Activity
Duration Estimate

Team C.A.T. will use the project management tools: Gantter and Trello for schedule monitoring
and controlling; a Weebly website for communication of major project documents; and Google
Docs for the shared development of documents.

Sign-off



Sarah Osman Darren Finch Roland Lasky
MTU Library Director Provost MTU IT Department




Catherine Halsey
Committee Chair
Library Game Faculty/Student Committee




Abigail Dillon Cheryll Fong Teresa Schmidt
Team C.A.T. Team C.A.T. Team C.A.T.

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Team C.A.T.

[Dillon, Fong, Schmidt

Project Management Roles and Responsibilities


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

Website Creation/ Updates


And Online Tools
Management

Ongoing

Teresa Schmidt
Abigail Dillon, Assistant
Cheryll Fong, Assistant

Weekly Assignments

Ongoing

On Rotation

Project Communication Plan


Collection and Filing Structure For Gathering and Storing Project Information
Weebly, Trello, Google Drive

Distribution Structure (what information goes to whom, when, and how)

Weekly memo to library director to update project status


Monthly updates to faculty to review planned game activities and ensure that they are
meeting the learning objectives.
Weebly website updated weekly - this info is public, available for anyone with an
interest in the project to see.
Husky Games team - bi-weekly meetings. There would be two-way communication here
to keep us informed of their progress, and them of ours.

Format, Content, and Level of Detail of Key Project Information

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.
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Team C.A.T.

[Dillon, Fong, Schmidt

Meeting length: 20 minutes, unless there are agenda items (pre-approved by Team
C.A.T.).

Production Schedule and Resources for Producing Key Project Information


09/23/15 Project Communication Plan
10/07/15 Project Scope Statement
10/07/15 Project Management Roles & Responsibilities
10/21/15 Project Charter
12/02/15 Project Risk Assessment
12/02/15 Project Quality Assessment
12/18/15 Project Final Website and Presentation

Team C.A.T. uses Skype and Google Drive for synchronous and asynchronous development of
appropriate Project Documents.

Technologies, Access Methods, and Frequency of Communications


Push Communications sent to Stakeholders
Weekly Memos
Monthly Updates
Email; as needed for clarification
Text; as needed

Pull Communications available to Stakeholders
Weebly Website (public); weekly updates
Trello (limited); daily updates
Google Drive Docs(limited); ongoing

Status Reports to Team C.A.T.
Husky Games progress reports at bi-weekly meetings
Library Staff weekly progress report memo re: Library Game activities development
Marketing Team Monthly email progress report

Method for Updating the Communications Management Plan

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.)



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Team C.A.T.

[Dillon, Fong, Schmidt

Stakeholder Register and Communications Analysis


STAKEHOLDER PREFERRED METHOD
FREQUENCY OF
COMMUNICATION
OF
COMMUNICATION

CONTACT
PERSON

Team C.A.T.

Email and text as needed Daily

Project mangers:
Abigail Dillon,
Cheryll Fong, Teresa
Schmidt

Library Staff

Email

Weekly

Library Director,
Sarah Osman

Husky Games
Team

Skype meetings

Bi-weekly

Husky Games Team


Manager, Terrence
Hood

MTU IT
Department

Email

Weekly

IT Representative,
Roland Lasky

Library Game
Committee

Email

Monthly

Committee Chair

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Team C.A.T.

[Dillon, Fong, Schmidt

Work Breakdown Structure


1.0. Project Team Formation
1.1 Website Creation
1.2 Team Branding
1.2.1 Name
1.2.2 Logo
1.3 Stakeholder Register
1.3.1 Stakeholder Identification
1.3.2 Contact Method Identification
2.0. Project Initiating Process
2.1 SWOT Analysis
2.2 Project Scope Statement
2.2.1 Business Objectives
2.2.2 Project Description
2.3 Project Manager Roster
2.4 Tool implementation
2.4.1 Google Drive
2.4.2. Trello
2.4.3. Gantter
3.0. Deliverable One
3.1. Project Charter
3.2. Management Responsibilities
3.3. Communication Plan
3.4. Work Breakdown Structure
3.5. Project Schedule and Milestones
3.6. Gantt chart
4.0. Deliverable Two
4.1. Cost Estimates
4.2. Quality Control Measures
4.3. Risk Register
5.0 Final Deliverable - Presentation of Project Planning documents
5.1 Project Details
5.2 Potential Stakeholders
5.3 Costs
5.4 Risks
5.5 Lessons Learned
5.6 Potential Impact

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Team C.A.T.

[Dillon, Fong, Schmidt

WBS Dictionary

Level

WBS
Code

0.0

The Library Game Project

1.0

Project Team Formation

1.1

Web site creation

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

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Team C.A.T.

2.4

Tool Implementation

3.0

Deliverable One

3.1

Project Charter

Library staff will perform a SWOT analysis to


identify the strengths, weaknesses,
opportunities, and threats affecting the
achievement of an information literacy
student learning goal at MTU: Students will be
able to analyze the need for, strategically
access, critically evaluate, and use
information effectively, ethically, and legally.
(Source)
The project management team will
utilize a variety of digital tools to assist with
communication and project development.
The team needs to set up Google Drive
(drive.google.com), Trello (www.trello.com),
and Gantter (www.gantter.com) and share
access to these tools with the appropriate
stakeholders. Google Drive will be used for
document sharing and collaborative creation,
Trello will be used for developing the work
breakdown structure (WBS) and tracking work
progress, and Gantter will be used to display
and track the project schedule.
Deliverable One will be presented as the first
major planning document for the Library
Game. It will include the project charter,
identification of management responsibilities
for each section of the project planning, a
communication plan, the work breakdown
structure (WBS), and the project schedule and
Gantt chart. Cheryll Fong from Team C.A.T.
will be responsible for this deliverable. This
Deliverable will be presented on or before
October 21, 2015.
The project charter formally establishes the
project and will include information on the
start and finish dates, management team,
objectives, management tools to be used, and
success criteria for the project. The charter
should also include the signatures of all major
project stakeholders as identified in 1.3
Stakeholder Register in order to ensure that
all stakeholders are aware of the project
parameters.
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[Dillon, Fong, Schmidt

Team C.A.T.
3

3.3

3.4

3.5

3.6

4.0

Communication Plan

Developing a communication plan will ensure


that all stakeholders receive updates and
information regarding the plan that will meet
their needs. The communication plan will
specify the frequency and format of planned
communications between Team C.A.T. and
project team members, and will specify the
frequency of progress reports provided by
team members to Team C.A.T. Any changes to
the communication will be approved by Team
C.A.T.
Work Breakdown Structure The Work Breakdown Structure (WBS) defines
the scope of the work to be completed during
the project, breaking down each major task
into smaller work packages and organizing the
work into a logical order. The final WBS for
this project will be provided in a tabular form,
and will include the major project planning
deliverables (Deliverable One, Deliverable
Two, and Deliverable Three). The team will
use Trello to brainstorm and provide a visual
outline of the WBS, and information from the
final WBS will be used to develop the project
Gantt chart.
Project Schedule and
The goal of this project is to implement the
Milestones
Library Game at the beginning of the Fall 2016
semester, and the project schedule and
milestones will need to be established
accordingly. Milestones will provide major
checkpoints during the development process,
and achieving these milestones on schedule
will help ensure the timely completion of the
project.
Gantt Chart
A Gantt chart displays the project schedule
and deadline dates in a visual form. The Gantt
chart for the Library Game will be developed
with Gantter (www.gantter.com).
Deliverable Two
Deliverable Two will expand on Deliverable
One to include the cost estimates and budget,
quality control management plan, risk
management plan, and system resources.
Abigail Dillon from Team C.A.T. will be
responsible for this deliverable. This
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[Dillon, Fong, Schmidt

Team C.A.T.

4.1

Cost Estimates and Budget

4.3

Risk Register and


Management Plan

5.0

Final Deliverable

5.4

Potential Procurement
(vendors)

Deliverable will be presented on or before


December 2, 2015.
The budget will provide an estimate of the
costs to complete this project on schedule.
The budget for the Library Game will include
the costs of library staff time, contract fees to
the Husky Games team, costs of prizes and
other student rewards, and costs of any
additional resources used.
The Final Deliverable will be a presentation
that will introduce the Library Game project
and provide the planning information for the
project, including its details, stakeholders,
costs, risks, quality control measures,
procurement and vendors, lessons learned,
and potential impacts. This Deliverable will
take the form of a video or narrated
slideshow. Teresa Schmidt from Team C.A.T.
will be responsible for this deliverable. This
Deliverable will be presented on or before
December 18, 2015.
The Final Deliverable will be a presentation
that will introduce the Library Game project
and provide the planning information for the
project, including its details, stakeholders,
costs, risks, quality control measures,
procurement and vendors, lessons learned,
and potential impacts. This Deliverable will
take the form of a video or narrated
slideshow. Teresa Schmidt from Team C.A.T.
will be responsible for this deliverable. This
Deliverable will be presented on or before
December 18, 2015.
The following goods and services will need to
be procured from sources outside the
university and library staff:
Developing the online game interface
Developing the points tracking system
Prizes and incentives for participants

The management team will need to develop
requirements for these work packages, and
determine the best vendors for them.

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[Dillon, Fong, Schmidt

Team C.A.T.

[Dillon, Fong, Schmidt


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.

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Team C.A.T.

[Dillon, Fong, Schmidt

Project Schedule and Key Milestones

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

Husky Games &


Library Staff
Library Staff

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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

Library has a lot of resources to


introduce to students - a lot of
potential material for the game.

Not all staff members are gamers.

to achieving the objective

Internal
origin
(attributes of
the endeavor)

Library is a central social hub for


students on campus.
Most campus computer labs are
located in the library.

to achieving the objective

Lack of staff time and resources to


develop the game.
Iterative process - large need for testing
and development of the game aspects.
Need to develop game management
technology - points record, etc.

Library has a coffee shop on site -


potential for refreshments and
game prizes.

External
origin
(attributes of the
environment)

Opportunities

Threats

Chance to reach and teach students


in a unique way.

Student disinterest.

Gaming has become a larger part of


the culture.
People have a variety of learning
styles.




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Students at a technological university


have a high interest in gaming, and will
expect high quality of game mechanics
and story.

Team C.A.T.

[Dillon, Fong, Schmidt

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

Status Reports - None


Gantt Chart See attached pdf

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