Tuesday, May 26, 2009

Magical Project Management

I really enjoy Magic and pretty much always have … all kinds of Magic … Magic that is sometimes known as Sorcery (a conceptual system that asserts human ability to control the natural world including events, objects, people, and physical phenomena through mystical, paranormal or supernatural means) and Magic that is a performing art that entertains an audience by creating illusions of impossible or supernatural feats, using purely natural means.

Recently, I came across an interesting article discussing The Seven Laws of Magic. The Seven Laws of Magic are intended to guard against the abuse of magic by wizards against other wizards and humans. Wizards in violation of the Laws are called Warlocks and can be spared from the punishment of execution if a wizard from the White Council (The White Council is the governing body of the Wizard community in the world. They primarily protect humanity from abuses of magic, but also shield this world from the Sidhe and other creatures that wish humanity harm. It is also a political and democratic organization seeking to unite Wizards throughout the world, and can make or break treaties with the other supernatural powers as necessary. The Council is governed by a Senior Council of seven wizards, with the leader referred to as the Merlin. Beyond the Senior Council, which constitutes the executive branch, there are the actual wizards of the council that contribute to the legislative branch. The Judicial branch belongs to the Wardens, a combination police force and military. Meetings of the Council are traditionally conducted in Latin, a procedural point which has, not coincidentally, served to keep younger wizards from gaining too much standing or momentum by making it very difficult for them to speak eloquently or even coherently to the rest of the Council) takes responsibility for them.

The Seven Laws of Magic are as follows:

1. Thou shalt not kill by use of magic.

2. Thou shalt not transform others.

3. Thou shalt not invade the mind of another.

4. Thou shalt not enthrall another.

5. Thou shalt not reach beyond the borders of life.

6. Thou shalt not swim against the Currents of Time.

7. Thou shalt not seek beyond the Outer Gates.

These Laws of Magic made me think that there should be similar Laws for Project Management, which would be referred to forever more as the Magical Laws of Project Management. I honestly don’t believe that they would make magical things happen to our projects, but they might just make Project Management the envy of all other professions … if it isn’t already … and guard against the abuse of Project Management by PMPs (Project Management Professionals) against other PMPs and Managers.

1. Thou shalt not kill Creativity by use of Project Management.

2. Thou shalt not Transform current Managers into PMPs.

3. Thou shalt not Invade the Mind or Ideas of another Project Manager.

4. Thou shalt not hold Captive another Project Team Member.

5. Thou shalt not reach Beyond the Borders of the Project Management Life Cycle.

6. Thou shalt not ignore History.

7. Thou shalt not Venture beyond the Concepts of the PMBOK.

The Magical Laws of Project Management may never become ‘absolute’ by themselves, but it might just be magical how much they can help some of your projects find their way to (or back to) success … Abracadabra …

Seven Laws of Magic: http://en.wikipedia.org/wiki/The_Dresden_Files
Seven Laws of Project Management: Copyright © 2009, A. Sloan Campbell, MBA, PMP, P.Mgr, F.CIM

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