Professional Documents
Culture Documents
OGl 321
Professor Wisehart
Oct. 9, 2020
Part 1
When I first took the assessment on how good my project management skills were I had
little experience with any form of project management beyond self-managing a team. I knew I
was terrible at scheduling and planning, and I had problems with delegating responsibilities as
well. These skills were addressed over the course of the semester in the readings as well as the
simulations, and I was able to take aspects of the course and directly apply them to my current
work situation. These area I found the most helpful was delegating and leading through service.
When at work I tend to take entire projects on by myself or micro-manage the projects so they
are done to my standard. However once I realized that my team members were more capable
than I gave them credit for and that delegating and instructing through showing were effective
tools that allowed me to focus on my tasks while still getting the work done, the shifts I worked
coworkers or team members. I hate managing from afar, as I feel it creates a rift between my
workers and myself as they think I am unable or unwilling to do the work myself. I also find that
working alongside my team members shows them that the tasks I hand out are important to the
overall goal and that I am not out of touch with the project. During the simulations I valued
employee morale over budget or deadlines, and often focused on deadlines over the budget. I
found that this increased employee productivity, and we could often hit the deadline if not come
in under budget. Obviously any amount of money can be thrown at a problem, and I ran into this
mentality with the simulation, I would often add more team members or push for a higher
product at the cost of the budget because my fictional job wasn’t on the line like it might be in
real life.
My goal with my future career has always been to work in some form of creative industry
where each day presents new challenges, and I can use my energetic attitude to contributor to the
company. I have been looking at working for various graphic design firms, video and audio
companies, and marketing firms all of which appeal to me. In these environments project
managers are a little less rigid in their approach, as the jobs themselves demand flexibility. In
these jobs deadlines are often rigid and morale is of utmost importance in order to produce top
product. Depressed and stressed workers are less creative after all. Skills like having a flexible
management style and being knowledgeable and willing to step in and help on aspects of the
project are important, as well as proper scheduling and time management. Scheduling is
particularly important as many people in the creative arts sector work from home or remote
locations, and time zones must be kept in mind as well as shifting schedules in order to get the
Part 2
Suggestion 1:
o The deadline of the project can be changed! I didn’t learn this until the later
simulations, but it makes a huge difference. You receive different feedback from
your team based on how close or far away the deadline is. Adjust this for a week
finding out near the end that you won’t make it.
Suggestion 2:
o Make sure to listen to your team! Your team responses aren’t just there as filler;
each suggestion offers insight into what is troubling or pleasing your team. For
example, a common response I received was, “We have earned all we can from
you.” This response was most common when I had one-on-one meetings
scheduled and the team didn’t need that personalized learning anymore. This told
me I could drop the meetings and save an hour for other tasks throughout the day.
Suggestion 3:
o Change team members up to save money or make a final push! You can add or
remove team members at any point during the simulation, as well as change their
skill level. You will take a small drop in your productivity until the new team gets
to working well together, but if you have the budget to spare, add another worker
or two to help bring that deadline closer! You can also change to less higher
skilled workers, or reduce the skill level and add more basic workers. This can
help in earlier simulations as the printers are not as complex, and more workers