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SO WHAT HAPPENED?
Obviously the results of each unique game are different, and it is best to
do multiple trials to get a sense of the likely results over time. Most of
us are surprised by the outcomes―I know I was the first time we ran this
exercise. Below is a sample game result we can use as a basis of discussion.
The rolls went as follows:
Task 1 - 5
Task 2 - 9
Task 3 - 3
Task 4 - 8
Task 5 - 6
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Task 2 |
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Task 3
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Task 4
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Task 5 |
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This example is actually not
very bad in the end. We expected an average finish date to be 21 days (each
task on average would take 7 days and there were three tasks on the critical
path), and the actual result was just a little over at 23 days.
Of course it is easy to
attribute this to the variability of the dice rolls, “better rolls better
results, it all averages out.” To test this further we can determine the
average roll and show why we were late. If we sum the rolls above (5, 9, 3,
8, 6) we get 31, divided by 5 rolls the average roll was just a little over
6 at 6.2! The rolls were actually better than the average we needed to bring
the project in on time and it was still almost 10% longer than required. So
who was to blame? Perhaps one of the resources really let us down, let’s see
what their averages were:
Blue
(Tasks 1 and 4) delivered in 5 and 8 days = 13/2 = 6.5 average
Red
(Tasks 2 and 3) delivered in 9 and 3 days = 12/2 = 6.0 average
Green
(Task 5) delivered in 6 days = 6.0 average.
It seems every resource
performed better than the average expectations and still we were late—there
is no one to blame! It is our experience that about 4 out of 5 iterations
will result in project durations in excess of 21 days and only 1 in less.
The reason for this is known as
the Cascade Effect: delays multiply and gains do not add up. It is apparent
in the above example in a couple of places. For instance, on Task 1 Blue
finished early, in 5 days, but could not start the next task until day 10
because of a delay by Red on Task. Neither could Task 3 begin because the
Red resource was still occupied with Task 2. Not only was Blue’s 2 day gain
on the average lost, but because it took Red 9 days to complete Task 2, the
next tasks were delayed. Resource contention caused Blue’s gain to be washed
out, and Red’s delay to be passed to all of the subsequent tasks. When Red
recovered by doing Task 3 in 3 days, it too was lost because Green had to
wait on Blue’s 8 day completion of Task 4—again the gain did not add up and
the delay multiplied through the project.
The Cascade Effect impacts any
non-linear set of activities, and any system where resources perform
multiple tasks. Unfortunately nearly all projects utilize shared resources
(either within the project or between projects) and have multiple
integration points (where more than one task or chain of tasks must be
completed before the next task can start). It is not hard to imagine what
the performance would be if instead of just five tasks, three resources, and
one integration point (at the start of Task 5) we had the dozens, or
hundreds, of tasks resources and integration points present in most
projects—the outcomes would be far worse. And if we added in the impact of
resource sharing across projects, the situation would worsen further.


These three situations are
unavoidable in projects. Doing things one task at a time produces excessive
project lengths, and it is not economical to pay for extra resources to
eliminate all dependencies. (for more on the Cascade Effect
click here)
Since the Cascade Effect stems
from the interactions between tasks and resources, efforts to manage
individual tasks more closely or to press resources to do more with less
deliver little benefit to the project as a whole. As in the example here,
there is no resource to blame, everyone’s performance is better than the
required average. Pressing on individual resources to better meet their task
delivery dates can even have the opposite effect. The more we hold people
accountable for delivering on a “date” the more they will increase the
“certainty” of their estimates.
The Cascade Effect is at the
root of why so many projects miss their target dates, and why projects can
take much longer than we intuitively sense they should. One alternative to
missing dates is to work with much higher confidence task estimates—in the
case of the game if we were to estimate 12 days for each task (the maximum
roll of two dice) we would always deliver in the planned 36 days or less.
Obviously this is a far from optimal result. So it is inevitable that if we
want to achieve anything approaching aggressive project durations, and still
deliver on-time, that we must deal with the Cascade Effect head on. For more
on this subject click here.
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