Gry aksjologiczne a zarządzanie projektem informatycznym

Autor

DOI:

https://doi.org/10.18778/1899-2226.13.2.11

Słowa kluczowe:

axiological games, project management

Abstrakt

Every professionally managed project is performed accordingly to precise defined principles, methods and a plan. As well, IT projects, which are major business ventures globally these days, are governed with similar approach. Defining objectives and project framework, selecting resources, drafting schedules are a fundamental skills, which can be taught at every basic business course. It seems to be that it is enough to acquire appropriate knowledge in area of project management to be successful IT manager in spite of the size and the type of the venture. Still, only 16% ERP projects are successful, 84% projects do not meet deadlines and business goals and 78% projects overrun budgets. By paradox, to solve above presented business, economic problem it is necessary to address it by developing axiological research. It is based on the principle that empathy is the third perspective that is build in to the well know Game Theory model which consists of two perspectives: trust and loyalty (Deutsch). In this case, in the process of selecting an appropriate type of the game, between a customer and a vendor, we have to base on a better understanding of needs and axiological profiles on both sites. In other words, if the business goal of the partner is better defined and understood and if it is assumed that the success of one site depends on the other, the final effect, by definition, is almost guaranteed. To achieved that, it is a must for every IT manager to work on developing, the so called business empathy instead of just useless promoting the assertive business philosophy.

Bibliografia

Arrow K., The Limits of Organization, New York 1974.
Google Scholar

Bartusiak B., M. Krupa, Meandry teorii organizacji i zarządzania, MBA, Warszawa 2006.
Google Scholar

Berinato S., The Street to Software Success, CIO Magazine, lipiec 2001.
Google Scholar

Esser U., A. Krammer, CIM zwischen Anspruch und Wirklichkeit, TUV, Köln 1989.
Google Scholar

Flasiński M., Zarządzanie projektem informatycznym, WN PWN, Warszawa 2006.
Google Scholar

Fukuyama F., Zaufanie. Kapitał społeczny a droga do dobrobytu, WN PWN, Warszawa–Wrocław 1997.
Google Scholar

Krupa M., Metodologia wdrożenia zintegrowanego oprogramowania biznesowego w teorii i praktyce zarządzania polskich przedsiębiorstw [w:] Zarządzanie firmą w społeczeństwie informacyjnym, red. A. Stabryła, AE w Krakowie, Kraków 2003.
Google Scholar

Marcinkowski A., Uwagi o statusie badań socjologicznych nad bezrobociem [w:] Polityka społeczna. Rodzina. Bezrobocie, red. T. Borkowski, A. Marcinkowski, A. OherowUrbaniec, Uniwersytet Jagielloński, Kraków 1997.
Google Scholar

Nęcki Z., Negocjacje w biznesie, Antykwa, Kraków 2000.
Google Scholar

Raport oprogramowania biznesowego, Instytut Zarządzania, Warszawa 2001.
Google Scholar

Sifri G., Siedem grzechów głównych w zarządzaniu projektami, CIO, marzec 2006.
Google Scholar

Skrobisz M., Teoria gier w projekcie wdrożeniowym, Akademia Wiedzy BCC, Poznań 2008.
Google Scholar

Wysocki B., Companies Let Down by Computerss Opt to ‘De-Engineer’ After Clashes, „The Wall Street Journal” 1998, 30 kwietnia.
Google Scholar

Pobrania

Opublikowane

2010-05-15

Jak cytować

Krupa, M. (2010). Gry aksjologiczne a zarządzanie projektem informatycznym. Annales. Etyka W Życiu Gospodarczym, 13(2), 117–124. https://doi.org/10.18778/1899-2226.13.2.11

Numer

Dział

Artykuł