Professional Documents
Culture Documents
MANAGEMENT (CCPM)
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CCPM
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• The report shows that software projects have a 29% success rate
• 52% of the projects are challenged (late, over budget or lacking the essential features)
• 19% of the projects failed
Source: https://www.projectsmart.co.uk/it-project-management/the-curious-case-of-the-chaos-report-2009.php 3
COMMON PROBLEMS WITH PROJECTS
• Time Overruns
• Budget Overruns
• Compromising the content or the scope
For projects, the constraint is the critical path determining the project duration
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WHY DO PROJECTS FACE
TIME OVERRUNS?
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REASON
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CRITICAL CHAIN: THE HUMAN SIDE
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BUFFER MANAGEMENT
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EXAMPLE
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EXAMPLE
Q
1 3
P R
Z
Start 4 End
S 2
T
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EXAMPLE
P Q R
8 12 12
S T
4
4 20
Z
32 Days
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PROJECT BUFFER
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EXAMPLE
P Q R
8 4 12 6 12 6
S T
4 2
4 2 20 10
Z
32 Days
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PROJECT BUFFER
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AGGREGATION EFFECT
• Consider a project with the longest path having activities X1, X2, X3, and X4
having the additional information
Activities Mean Duration S.D. of Duration
X1 4 2
X2 6 3
X3 5 3
X4 7 5
• It states that
“Work expands to fill the time available for its
completion”
• In CCPM, the need is to counteract the effects of
Parkinson’s Law by introducing constraints and buffers
strategically, i.e., setting of an aggressive yet achievable
project deadline
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FEEDING BUFFER
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CAUTION?
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RESOURCE BUFFER & CRITICAL
CHAIN
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CRITICAL CHAIN PROJECT
MANAGEMENT
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CRITICAL CHAIN PROJECT
MANAGEMENT
A;15 C;15
Critical Path:
Duration is 30 days
B;5 D;20
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CRITICAL CHAIN PROJECT
MANAGEMENT
At a given point of, only one unit of any of these resources are available
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CRITICAL CHAIN PROJECT
MANAGEMENT
A;X;15 C;Y;15
B;X;5 D;Z;20
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CRITICAL CHAIN PROJECT
MANAGEMENT
A 15 A 15
B 5 B 5
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C 15 C
D 20 D 20
40 Days 35 Days
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CCPM
“The Critical Chain is defined as the longest chain [not path] of dependent tasks.
In this case, ‘dependent’ refers to resources and resource contention across
tasks/projects as well as the sequence and logical dependencies of the tasks
themselves.”
Source: http://www.goldratt.co.uk/resources/critical_chain/
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RESOURCE BUFFER
• Whenever activities finish late their successors naturally start late, but whenever
they finish early don’t necessarily start early
• Resources such as people and equipment that has been scheduled to work at a particular
date often are not available earlier due to some prior commitments or ongoing tasks
• Hence, whenever “bad luck” or unforeseen delay occurs the project is delayed; whenever
“good luck” or tasks completing ahead of schedule occurs it makes no difference
• In CCPM the issues of “good luck” is addressed through use of resource buffers
• Unlike project and feeding buffers, resource buffers do not add time to the schedule rather
is a countdown signal or warning to alert resources that an activity on the critical chain
will possibly finish earlier than planned and to be prepared to start early
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RESOURCE ALLOCATION TO PROJECTS:
PRIORITY RULES OR DISPATCHING
RULES
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PRIORITY RULES OR DISPATCHING
RULES
• As Soon as Possible: Activities that can be started sooner are given priority over those that can be
started later
• As Late as Possible: Activities that can be finished later are given lower priority than those that
must be finished earlier
• Most Resources: Activities requiring more resources are given priority over those requiring fewer
resources
• Shortest Task Time: Activities of shorter duration are given priority over those of longer duration
• Least Slack: Activities with less slack are given priority over those with more slack thereby
indicating that the critical activities have the highest priority
• First Come First Served: Activities that arrive earlier or require resource earlier are given priority
• Earliest Due Date: Where a resource is to be allocated to more than one project, the project with the
earliest due date is given priority 29
EXAMPLE
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HEURISTS
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AS SOON AS POSSIBLE
Resources
A E
C D
B F
Duration
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AS LATE AS POSSIBLE
Resources
A E
C D
B F
Duration
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SHORTEST TASK TIME
Resources
F
D C
B A E
Duration
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MOST RESOURCES
Resources
A E
C D
B F
Duration
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MILESTONE BUFFER
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