Project Vision Document Template:
Source: Internet Search
(The
Vision Document template begins on the next page)
What
This Is
A
1-2 page document created by a team in the early days of a project to build
the case for doing a project; negotiate the overall scope and requirements at
the highest customer-focused level; and obtain team alignment and capture
their agreement on the project definition.
This
document is similar to other formats which define the high-level goals of a
project, which include Project Charter, Project Scope Statement, Project
Objectives Statement, and Statement of Work. The Vision outline provides the
strongest treatment of the projects’ customers and the benefits to be brought
to them as the basis for the high level goals and scope of the project.
Why
It’s Useful
Early
Vision-level work helps to flesh out the project definition BEFORE the team
descends into defining detailed requirements.
It
allows an organization to quickly see if there is alignment on what’s most
important for the customer. It helps guard against scope creep by making sure
that project goals are defined in terms of who the customers are and what
benefits the project absolutely must provide to those customers.
It
gives the team a basis for early investigation work, so they can understand
the effort and resources required to deliver what the draft Visions are
asking for.
It
then allows the team to discuss possible tradeoffs on scope, schedule, and
resources at this high level and define a doable project that will still meet
critical customer requirements.
During the project it helps make sure
everyone is staying true to the project's goals.
How to Use It
§
If desired, draft a Vision in the early concept
phase of your project to crystallize business or driving customer justification
for the project, as well as any first take on major scope parameters
(schedule, costs, and implementation assumptions).
§
Hold a team vision meeting with
representatives from all cross-functional groups early in the initiation
phase once the full team has been formed. Create the sections of the document
(if a Vision has not yet been started) by brainstorming bullet items onto
flipcharts. If a draft Vision exists, review it with the team, then discuss,
edit, and expand it together. Record open issues and assign actions to
resolve them.
§
Have the team then go away and investigate
alternatives for fulfilling customer needs.
§
Revise the document iteratively as design
alternatives are reviewed and feature decisions made.
§
At the end of the kickoff or investigation
phase, this document is the contract for the project, documenting what the
team has agreed to accomplish and why.
§
Use the Project Vision as a major starting
point for any more detailed product requirements specifications or detailed
hardware, software, or process specs. Alignment at the Vision level is
achieved by focusing on customers and benefits, without delving into minute
specification details. Then the Vision can drive the further detailed spec
work.
§
Keep the document visible throughout the project
so that it guides all more detailed design work and keeps the main goals at
the forefront to help ward off scope creep. Refer to the document at every
design review and major project status review. Is your project work still on
track with what the Project Vision calls for?
|
Project
Definition: Vision Document
0.
PROJECT/MISSION DESCRIPTION and CASE FOR ACTION: One or two
sentence summary of this project and why we are doing it.
1.
TARGET
CUSTOMERS AND HOW THE PRODUCT WILL MEET THEIR NEEDS. (Problems, solutions,
benefits)
Customer
segments: Who are your customers, both leading edge and typical?
Benefits/solutions
provided: What benefits will this product provide to each segment? What
problems do your customers have and how will this product solve them?
Specific
customers: Name specific customers this project is intended to serve as
appropriate.
2.
KEY
FACTORS CUSTOMER WILL USE TO JUDGE VALUE. (Measurable)
Value
drivers: Clarifies which capabilities of this product (as quantified as
possible) will be most important to the customers’ perception of its overall
value. Can fall into one or more of these categories:
·
Financial
(price, cost of ownership, etc.)
·
Performance
·
Quality
or Reliability
·
Schedule
– initial release, production lead-time, etc.
·
User
acceptance
·
Competitive
differentiation
Response
to competitors: Items that will be key to being perceived as more
valuable than specific competitors can be highlighted.
3.
KEY
TECHNOLOGY AND KEY FEATURES.
Key
technology to be employed in the product, system, or service
Specific
features required to meet customers’ needs.
|
Continued next page
Project
Definition: Vision Document (continued)
4. CRUCIAL
FACTORS AS APPLICABLE. Elements that are not a primary part of
the functionality, but are key attributes that must be present. May include:
·
Interaction with associated systems or
products
·
Potential for design growth or modification
·
Physical environment it will be used in
·
Patent infringement/protection
·
Manufacturability
·
Safety and liability
·
Quality and reliability
·
Ergonomics
·
Users' abilities
·
Sourcing and assembly – including
partnerships, alliances, dual source needs…
·
Distribution
·
Documentation, training, servicing and
maintenance
·
Unusual equipment or facilities needed
5.
RELEVANT
FINANCIAL NUMBERS: The economic factors driving this project.
Sales units, price, cost, volume by year,
margin by year
Market window, delivery date, Late Cost
Per Week (LCPW)
Budget (development cost), capital
constraints, etc.
|
Example Vision
on next page.
Example: PC
Software Project Vision
Project Mission: Produce a fun,
engaging flight-simulator game that will appeal to families—in time for
Christmas sales. We have the opportunity to be the first to market in this
category, and the first to market a realistic 3D flying experience with 6
degrees of motion freedom, all available on a standard PC. Success will also
attract other major publishers to engage us to develop their products.
1. Customers and benefits
§
Primary: Those who like action games with some
story and/or role play and would probably enjoy flight simulators, but don’t
want to spend time on learning complex flying controls.
§
Secondary: an alternative for normal flight
simulator aficionados.
§
Families looking for relatively non-violent but
fun, engaging computer entertainment
§
Ages 12 to adult.
2. Key factors used to
judge quality
§
Game must be interesting and complex enough for
more mature gamers but not overwhelming to flight simulator novices or younger
users. But not via lots of puzzles. Want at least 6 rooms and 6 different types
of flight simulator missions (bombing mission, avoid the enemy, rescue
mission...).
§
The act of flying must be so fun and realistic
in itself that it attracts novice users to play the game and learn the skills
to complete the flight missions.
3. Key features and
technology.
§
3-D look with 6 degrees of freedom motion
§
Must have at least 6 “levels” or rooms of
activities
§
Flying character is a bug instead of an airplane
§
No flight control setup required
§
Custom rendering engine written in-house
§
Use DirectX for desired compatibility
§
Minimum platform: Pentium 90 with 8M and a 2M
video card
§
Must support analog and digital joysticks
§
Music in background, different in each room.
§
Movie setup prior to each room, but movies
should not slow down players’ momentum.
4. Crucial product
factors
§
Has to fit on one CD ROM
§
Must be extensible such that a later release can
add rooms to the game
§
Designed such that localization for Japan and
Germany can be accomplished by changing out only small parts of dialog, art,
and movie shots, not having to recreate each fully
§
Win95 logo certification desired
§
Box contains CD ROM, joystick, and quick start
card produced by publisher
Continued on next page
Example: PC Software Project Vision
5. Financials
§
Must ship from game developer to publisher by
September 15 to allow publisher to get it mastered and onto store shelves by
Mid-October, to ensure significant Q4 sales. (Distribution channel is standard
retail outlets: CompUSA, Fry’s.)
§
Window is expected to be minimum 10,000 copies
over the first 4 months (Christmas season); 30,000 copies rest of first year.
§
Selling price $50; profit margin (excluding
development costs) 80%, profit per unit $40.
§
Development cost must be under $1 million.
Source: Internet Search
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