Wednesday, January 29, 2020

Intergrated Project Deliver at Autodesk, Inc. Essay Example for Free

Intergrated Project Deliver at Autodesk, Inc. Essay When working at any company or organization, communication is the key issue in starting up a project. Whenever you being a project, the first step would how to communicate with the team member you will be working with. Bernstein and his team have completed an important project within the budget, timeline, and scope. In this paper, I will discuss the vision statement, and briefly discuss the following: * Generated for the project scope. * Examine how Phil Bernstein foster high levels of performance for the project * Illustrates the unsuccessful tactics to inspire the team to greater heights * Create my own approach to managing this project. Phil Bernstein is the project leader for IPD, and the construction project at AEC headquarters. Bernstein and his team shall develop, and implementing a shared vision that will help motivate, and inspire the team to work hard to make the project a success. The vision needs to include AEC’s communication for the workplace to demonstrating the importance of creativity and innovation. When starting the vision statement it should be simple, and expresses the aspirations and goals of a company or organization. When developing a vision statement this gives the members of the organization or project team the chance to come together to look at areas of expertise, and decide on the future of the project. The project is to use the Autodesk Inc. that produces software for architecture, engineering, and construction, to create a non-traditional office building using 3D technology. The project is to use the conduction of the new headquarters as an opportunity for its Solutions Division to combine the latest software capabilities into building information modeling with an emerging paradigm called integrated project delivery (Edmondson Rashid, 2009). The project will use the  IPD method to foster communication among all stakeholders during the early stages of the project. To foster higher levels of performance, Bernstein will ensure the project design qualities stayed supported with the project goals and budget constraints. This particular project is critical that no team member lag behind in providing the desired output. In the case study, it was demonstrated when the project management team has to make the choice to terminate a vendor who was working on the Customer Briefing Center ceiling. The vendor was initially hired because of the building information model capabilities and experience working on the bench mark projects. The team later learned that the vendor would not be able to build nor install the ceiling within the budget that was given for that portion of the project. The team came together and decided the issue and came to a conclusion to relieve the vendor of his duties. The team decided to hire another vendor to perform the duties. The vendor that the team hired lacked the technical skills that the previous one attained, but the new vendor would be able to deliver the project on time and within the budget. Being able to deliver on time and within budget is the ideal for majority of project done. Another example of fostering higher level performance is when the team members are able to communicate and set goals to meet the objectives of integrated project delivery. The managers should empower other team members with decision making responsibilities. It is not noted throughout the case that there are critical decision that must be made. The executives should feel confident that they hired the right people to make decisions and not be afraid to take the necessary risk to ensure the project stays on track. To ensure that integrated project delivery works effectively the project implementation team must have the right mind set. Illustrate his unsuccessful tactics to inspire the team to greater heights Bernstein illustrated unsuccessful tactics when there appeared to be trouble with the contingency. Bernstein decided that for all future projects he will not include any savings from the contingency as part of the compensation structure. According to the case study, it appeared that contingency was a bad idea, because it is not in sync with the integrated project delivery (Harvard Business School, p.70). Integrated project delivery is emerging as the way to organize project teams to achieve a lean construction at a time when the industry is searching for ways to eliminate  waste, cut costs, improve productivity, and create positive outcomes (Carbasho, 2008). The reason Bernstein wants to use this practice, because it generally fosters collaboration amongst the team by integrating all the stakeholders regardless of the levels. Bernstein understands that developing rapport early in the project will enhance the outcome. Bernstein also recognized that there was a problem with the contingency idea because the team wanted to ensure that if the project saved money they wanted to include it in the contingency compensation. The team wanted to include the money in the compensation package because at the end of the project the money can potentially be used as incentives, and could be divided among the team player. Bernstein decided that maintaining contingency within the compensation package was not worth the trouble, some members agreed with Bernstein while other believed if the scope of the contract was defined more accurately the contingency issue may not be problematic. Bernstein decision to keep the two funds separate created some conflict among the team. This type of decision and tension of maintaining a separate contingency was not favorable with the integrated project delivery approach to foster, nor promote open sharing of information. One member believed that having the members of the team mutually accountable is worth a whole lot more than the cost of sharing a few dollars (Edmondson Rashid, 2009). The approach that would be used to manage this project would be similar to the current approach. The integrated project delivery method would appear to be the most logical and cost effective. The idea of integrating all stakeholders at one time does not appear to be anything new that project managers have not used previously. Although there were barriers along the way, this approach seemed to work. The project finished on time and was recognized for its efforts by the American Institute of Architects (Edmondson Rashid, 2009). As a project manager the first collaboration and task amongst the team members would be to establish a vision statement, which involves creating a view of the desired results of your projects, which is normally shared by all stakeholders. Without a vision it would be difficult to continue on with the project of this size. The integrated approach focuses on what is commonly known as the core group of the project such as: the owner, contractor and architect/designer this type of approach can be applied well beyond three main stakeholders aforementioned. The use of the  major stakeholders is a reasonable approach however this approach will also include other important team members who will be as important to ensure the project’s success. By continuing to use the IPD approach shall allow the owners to openly share the project information. It will also streamline the project communication which allows them to effectively balance the project options to meet their business enterprise goals. By using the integrated delivery approach it will strengthen the project teams, and understanding the owner’s desired outcome. The IPD approach will include the contractors, one of the core members that will allow them to contribute their expertise in construction techniques early in the design process resulting in improving project quality and financial performance during the construction phrase. By using the contractors during the designing phase will help with pre-construction planning and understanding the design. As a project manager, one would realize that understanding the design is crucial for this project, because if something goes wrong it could be very costly. Using the architectures or designers as part of the process is another one of those early benefits such as accurate budget estimates to make informed design decision and the pre-construction resolution of design related issues resulting in improved quality and financial performance. They usually bring some of the same qualities as the contractor but from a different perspective. The IPD approach is the desired method that should be used because it’s known to be built on trust and early involvement by more parties. As we all have learned throughout this course, developing trust among the team members encourage people to focus on project outcomes versus individual goals. The project lifecycle will be included with the IPD approach as part of the standard procedures. Reference Carbasho, T. (2008). Integrated Project Delivery Improves Efficiency streamlines construction. Retrieved from htt://www.tradelineinc.com/reports/0A03D1C0-2B3B-B5252-85702EDF900F61 Edmondson, A.C. Rashid, F.(2009) Integrated Project Delivery at Autodesk, Inc. Boston: Boston, MA: Harvard Business Publishing. Lewis, J. (2003). Project leadership: Boston, MA: McGraw-Hill

Tuesday, January 21, 2020

Loss of Identity in the Techno-Culture Essay -- Clubbing Partying Tech

I began my inquiry into the "techno-sublime" by keying the term "techno-sublime" into Googe to see if the term had been coined before. Whilst there was no exact match, the first site that opened was http://www.sublime.net.au/chillout.html, 'The Chillout . clubbing is a planetary experience'. I had long been interested in the event of the techno-dance party, that total awesome experience where there is a collapse of individuality and a loss of individual boundaries as "I" become part of the collective techno-experience. It was uncanny to find myself at this site in search of the "techno-sublime" and yet it was precisely this exstasis or loss of identity in the face of the awesomeness of the techno-experience that was central to my understanding of the experience of the techno-sublime.[1] Ben Malbon's (1999) study, Clubbing: Dancing, Ecstacy and Vitality, has proved invaluable in providing support for my elaboration of the techno-sublime. Whilst Malbon's thesis is different from my own, the responses of some of his respondents as well as his own diary entries have become very important in supporting my thesis that there is a loss of identity or estasis within the particular experience of techno-culture that is clubbing. Thus in a diary entry, titled '4 a.m. - lost for words, lost in time and space, just lost.', Malbon writes: We all seemed to want the music to take us over; to become us in some way.. Clubbers were losing it all over the place ... people are just so close to each other; proximately and emotionally.. The intensity of this fusion of motions and emotions was almost overwhelming. (Malbon 1999:xii) This diary entry, in particular, speaks of an experience in which his sense of identity and rationality is subsum... ...nd vitality, London: Routledge. Newman, Barnett (1948) 'The Sublime is now' in Harrison, C. Wood, P. (ed) (1994) Art in theory 1900 - 1990: an anthology of changing ideas, Oxford, Blackwell: 572-574. Nye, D.E. (1994) American Technological Sublime, Cambridge Mass: MIT Press. Storr, A. (1992) Music and the Mind, London: Harper Collins. Notes [1]I had begun my inquiry into the techno-sublime by arguing that in creative practice there occurs a particular flux that I have termed "working hot". When one is working hot, I have argued, the performance produces a dynamical relation where the work of art performs rather than represents. In this space, or state, I argued there is exstasis, or a loss of identity. [2] My elaboration of the techno-sublime has been informed by Christine Battersby's and Barbara Freeman's theorization of the feminine sublime. Loss of Identity in the Techno-Culture Essay -- Clubbing Partying Tech I began my inquiry into the "techno-sublime" by keying the term "techno-sublime" into Googe to see if the term had been coined before. Whilst there was no exact match, the first site that opened was http://www.sublime.net.au/chillout.html, 'The Chillout . clubbing is a planetary experience'. I had long been interested in the event of the techno-dance party, that total awesome experience where there is a collapse of individuality and a loss of individual boundaries as "I" become part of the collective techno-experience. It was uncanny to find myself at this site in search of the "techno-sublime" and yet it was precisely this exstasis or loss of identity in the face of the awesomeness of the techno-experience that was central to my understanding of the experience of the techno-sublime.[1] Ben Malbon's (1999) study, Clubbing: Dancing, Ecstacy and Vitality, has proved invaluable in providing support for my elaboration of the techno-sublime. Whilst Malbon's thesis is different from my own, the responses of some of his respondents as well as his own diary entries have become very important in supporting my thesis that there is a loss of identity or estasis within the particular experience of techno-culture that is clubbing. Thus in a diary entry, titled '4 a.m. - lost for words, lost in time and space, just lost.', Malbon writes: We all seemed to want the music to take us over; to become us in some way.. Clubbers were losing it all over the place ... people are just so close to each other; proximately and emotionally.. The intensity of this fusion of motions and emotions was almost overwhelming. (Malbon 1999:xii) This diary entry, in particular, speaks of an experience in which his sense of identity and rationality is subsum... ...nd vitality, London: Routledge. Newman, Barnett (1948) 'The Sublime is now' in Harrison, C. Wood, P. (ed) (1994) Art in theory 1900 - 1990: an anthology of changing ideas, Oxford, Blackwell: 572-574. Nye, D.E. (1994) American Technological Sublime, Cambridge Mass: MIT Press. Storr, A. (1992) Music and the Mind, London: Harper Collins. Notes [1]I had begun my inquiry into the techno-sublime by arguing that in creative practice there occurs a particular flux that I have termed "working hot". When one is working hot, I have argued, the performance produces a dynamical relation where the work of art performs rather than represents. In this space, or state, I argued there is exstasis, or a loss of identity. [2] My elaboration of the techno-sublime has been informed by Christine Battersby's and Barbara Freeman's theorization of the feminine sublime.

Monday, January 13, 2020

Gender and Video Games Essay

The current development in the literature concerning videogames and gender constitutes the formulation of perceptions of how not only game developers but also players establish their individual and collective identity in this process. Their relationship then corresponds to creating specific norms and principles that seek to identify specific ideas concerning their representation of reality and also their ability to capitalize on existing genres for cultivating game play and the issues related to acceptance of existing norms. Due to this, to better understand the relationship circumventing around video games and gender, fair amount of analysis must be made not only in its ability to represent the gaming public but also in the impact it creates towards taking the issue into a bigger picture as it relates to the construction of social norms and roles. Assessing Video Games and Gender Indeed looking at previous literature studies, it can be seen that misrepresentation remains apparent especially among the representation of gender in video games. Here, common patterns of male masculine figures and characters continue to dominate different platforms and games. Such idea remains to be seen particularly, during the earlier times wherein there is a corresponding depiction of players that are relatively male and ultimately dominate both the primary and secondary characters. Here, Williams, Martins, Consalvo and Ivory (2009) study highlights these apparent trends by arguing that â€Å"the most popular games are less representative than the typical game produced by developers, indicating that players also play a role in the cycle of creation and consumption† (p. 828). Similarly, such actions then establish the formation of implications relating towards both businesses and gamers alike. Given the constant marketing and exploration of new strategies to expand the level of gamers within a specific platform, there are indeed restrictions that this gender bias and formulation of games create. It necessitates not only hindering the potential appeal of these games towards consumers but also induce common means for limited appreciation and also shortage in sales. These dynamics in turn necessitate a constricted response to the ever growing number of patrons of video games as it encompasses the majority of participants and involve other actors who also place emphasis in their capacity for media to exhibit their common associations and relationship within the platform (Williams, Martins, Consalvo, Ivory, 2009). Opening up Patterns for Diversity and Change Assessing the validity of how video games embrace diversity, careful analysis needs to be made in the manner that video games seek to portray and outline the views concerning the gaming culture. Since social symbols often connote this process to be a male/masculine endeavor, earlier platforms somehow inhibit female participation in such activity and more often than not associated with male roles and tendencies (Williams, Martin, Consalvo and Ivory, 2009). However, this started to change as new designs and models have been introduced to cater to the changing perceptions of gender roles related to video games and adherence to the objectives to transcend over common representations that platform has over male and female responsiveness. Recognizing the current needs for embedding gender equality within the video game platforms, many game developers now seek to apply these strategies in the formulation of new titles that seek to connote better ability for people to utilize their perception of themselves within a particular game. This brought about significant changes as designers brought into consideration diversity and equal representation of male and female roles in the process. This dynamics then consolidated better means for outlining not only significant areas related to the overall game play but also in the appeal it gives towards different individuals regardless of their racial and gender associations (Brandtzaeg and Heim, 2009). Seeing this, the study by Jansz and Vosmeer indeed offer a good analysis of how the game ‘Sims 2’ address these changing trends and outline the evolution of gaming from a masculine and male dominated genre to a more lax and diverse area that induces common connections between masculinity and femininity. By using this game as an example, the study was able to highlight significant changes in these perceptions and was able to ascertain common ideals shaping and furthering opportunities accounting to how diversity serves as an instrument in merging the idea of gender and video games together. To complement this process, it takes into account creating video games that are not only responsive to the needs of gamers but also reach out towards their ability to utilize connections over the roles specific characters play. Here, Jansz and Vosmeer (2010) argues, â€Å"developing gender and games theory requires more detailed insight into the mutual shaping of game content, game play, and gender identities† (p. 247). By collaborating on these three aspects accordingly, the ability of growth of video games have indeed showcased a reality that is more conducive and responsive to the needs of individuals by offering a variety of platforms wherein interaction and associations remain possible. Videogames, Violence, and Gender Roles Another precept shaping the understanding concerning the idea of videogames and gender is the corresponding perceptions and roles it provides participants. Since this element is one part of media, it is through this that representations about culture and gender roles are provided among individuals regardless of age, race, or cultural affiliations. These dynamics in turn necessitate both positive and negative responses in terms of the establishment of identity and formulation of specific patterns of behavior innate within the characterization of primary and secondary characters in a particular game. In essence, there continues to be a relationship in the way individuals ascertain their preferences in games with their innate social behavior and ability to denote a particular response to each theme of a video game played (Brandtzaeg and Heim, 2009). Seeing these diverse variations concerning the ability to extract experiences and ideas from video games, it then presents the formation of specific behavior and inputs depending on the themes provided. Such actions then result in current diversity of games available in the market today. As Brandtzaeg and Heim (2009) argue, â€Å"the new electronic gaming landscape is complex, and consists of a vast array of choices in different game content genres tailored towards a range of user profiles in regards to highly different interests and content preferences† (p. 71). These in turn result in the formulation of specific behavior that equally shapes an individual’s personality and the manner that each one seeks to equate this in the formulation of their identity and role within social institutions. Associated with the formulation of gender roles, there are also instances of video games promoting violence as themes in its platforms. Such dynamics then necessitate impact on individual behavior as they try to ascertain specific tendencies towards the acceptance of violence to be a social norm and apparent in different scenarios and environment. Though research and literature may argue differently concerning this stance, it also goes to show the impact that video games can provide towards the inducement of violent and aggressive tendencies among gamers. Here, it is what Kim refers to as desensitization of violence within video games genre and points out its impact not only in the formulation of gender roles but also the acceptance of its role within the development of a player’s identity (Kim, n. d. ). Under this process, there continues to be new developments happening in video game technology that aides the desensitization of violence among consoles. These in turn contributes to further exposure and creates a real-life scenarios wherein players experience an almost-real setup where violence as a theme is depicted. Here, Kim (n. d. ) argues that â€Å"as video games become more sophisticated, there is a wide range of input devices at various levels of realism – from pushing keys on a keyboard to a turning wheel to drive or actually shooting a gun† (p. 5). Such realities then brings about the question of how such games provide the means to explore means to correspond the manner to ascertain violence, videogames and gender. It does take into account the value of how these themes permeate within choices and ability to partake in the gaming experience of individuals. By establishing these relationships, it can help analyze the formulation of behavior as well as how it corresponds to the nature of furthering opportunities to extract behavioral responsiveness on the part of individuals who partake in such endeavor. (Jansz, and Vosmeer, 2010). To conclude, the idea of gender and video games have undergone an expansion of literature that takes into account its development from a more conservative and masculine-oriented dimension towards the creation of games that seeks to highlight and induce elements of diversity. By taking account of these areas, it was able to consolidate better means to reach out towards different gamers and allow better means for access among people. Though there may still be corresponding bias views concerning gender, it was able to construct a new playing field wherein new games are able to cater towards the dynamic needs among gamers. Alongside this development, there is also the corresponding perspective of shaping new means to carry out effective means to extract gender roles among players. These elements manifest in the themes and perceptions utilized by individuals who participate in such endeavor. One element that can be seen in these areas is the corresponding violence that video game creates. Though there are contrasting views in the impact on human behavior, it plays a crucial role in establishing analysis in its association with the interplay of social norms and roles through the spectrum of perceptions and choices of video game genres. References Brandtzaeg, P. B. and Heim, J. (2009) Children’s Electronic Gaming Content Preferences and Psychosocial Factors: Is there a connection? Nordicom Review. 30 (2), pp. 69-86 Jansz, J. , Avis, C. and Vosmeer, M. (2010) Playing The Sims 2: An exploration of gender differences in players’ motivations and patterns of play. New media and Society. 12 (2), pp. 235-251 Kim, O. T. Effects of Violent Video Games on Desensitization: The Role of Gender, Previous Exposure, and Input Device. Williams, D. , Martins, N. , Consalvo, M. and Ivory, J. (2009) The virtual census: representations of gender, race, and age in video games. New media and society. 11 (5), pp. 815-834

Saturday, January 4, 2020

Fast Food And Its Effects On America - 1546 Words

Fast Food in America We don t walk. We overeat because we ve made it easy to overeat. We have fast-food joints on every corner. By the way, the we is all of us. It s not the government. It s all of us doing this together.†(Mehmet Oz). Fast food has been affecting Americans lives since the 1919’s and 1920’s where the first fast food restaurant originated. They were called AW in 1919 and White Castle in 1921. More than 3 million cases of obesity in America happen a year. Over time the frequency of fast food restaurants increased and became more common in people’s lives. Big fast food franchises such as McDonalds, Burger King, Wendy s, and Pizza Hut have changed the world and not in a great way. Over 3 million cases of diabetes happen in a year and an estimated 17.5 million people died from CVDs in 2012, representing 31% of all global deaths. Diabetes is a metabolic disease in which the body’s inability to produce any or enough insulin causes elevated levels of glucose in the blood. Fast food is food that can be prepared quickly. It is easily and quickly sold in restaurants and snack bars as a quick meal or to be taken home. Obesity is the condition of being grossly fat or overweight. Cardiovascular conditions are a group of disorders of the heart and blood vessels. Many people suffer from these diseases and it becomes a negative impact in their lives. Fast food causes diabetes, obesity, and cardiovascular conditions. Fast food causes diabetes. MarijkeShow MoreRelatedInformative Speech- Fast Food Essays865 Words   |  4 PagesFast Food Specific Purpose: To inform my audience about fast food in the United States and its effects. Central Idea: The history of fast food, the effects of eating fast food, and its effect on the United States. Introduction I. Anywhere you go, there is a good chance there will be a fast food restaurant nearby. A. It’s the easy way out of cooking dinner, or grabbing something fast because you didn’t have time to make anything. B. 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