Checking date: 10/07/2020

Course: 2020/2021

Informatics project management RandD
Study: Master in Computer Engineering (228)

Coordinating teacher: AMESCUA SECO, ANTONIO DE

Department assigned to the subject: Department of Computer Science and Engineering

Type: Compulsory
ECTS Credits: 6.0 ECTS


Competences and skills that will be acquired and learning results.
Competences. The students will own the capability to: - Understand the main processes of an organization for developing and managing research and innovative projects. - Understand the requirements to manage research, development and innovation projects in companies. - Analyze the different types of innovation. - Design innovative ideas providing value to clients - Prepare, manage and coordinate R&D&I projects. - Plan, organize and supervise multidisciplinary teams. Learning Outcomes . Know the main processes of an organization for the development and management of research and innovation projects. . Ability to analyze the different types of innovation. . Ability to prepare, manage and coordinate research, development and innovation projects in companies.
Description of contents: programme
1. Fundamentals of R&D&I 1.1. Origin of ideas. History and Innovation. 1.2. Innovation Methods 1.3. Innovation and Entrepreneurship. The inventor, researcher, entrepreneur. Anthropological and psychological aspects. 1.4. Innovation Management & Process. 1.5. Requirements for a management system for R & D. Required capabilities and organizational structure of units of R + D + I 2. Innovative Ideas Development 2.1. Types of Innovation 2.2. Business Model Canvas 2.3. Value Proposition Design 3. R&D&I Product Management 3.1. Product Development Organization. Review of project management concepts: Traditional vs Agile. Specific aspects of innovation projects (UNE 166001) 3.2. Product Vision, Release Planning 3.3. Agile & Lean Product Development: Principles, Organization, Business Value Creation, Quality, Change, Risk 4. Design Thinking: Challenges 4.1 Case Study 1 4.2 Case Study 2
Learning activities and methodology
Learning activities: AF1: Theoretical Class AF2: Practical Classes AF5: Tutorials AF6: Group work AF7: Individual student work Methodology MD1: Professor's Talks with the support of computer and audiovisual media, in which the main concepts of the subject are developed and the bibliography is provided to complement the students' learning. MD2: Critical reading of texts recommended by the teacher of the subject: Press articles, reports, manuals and/or academic articles, either for further discussion in class or to expand and consolidate the knowledge of the subject. MD3: Resolution of practical cases, problems, etc. ... raised by the teacher individually or in a group. MD4: Talks and discussion in class, under the teacher's moderation of topics related to the content of the subject, as well as practical cases. MD5: Preparation of papers and reports individually or in groups. Tutorials: There are 2 hours established and published in "Aula Global" every week .
Assessment System
  • % end-of-term-examination 1
  • % of continuous assessment (assigments, laboratory, practicals...) 99
Basic Bibliography
  • Alexander Osterwalder, Yves Pigneur, Alan Smith, Greg Bernarda, and Patricia Papadakos. VALUE PROPOSITION DESIGN. John Wiley & Sons, Inc.. 2014
  • Daniel Ling. COMPLETE DESIGN THINKING GUIDE For Successful Professionals. Emerge Creatives Group. 2015
  • Jurgen Appelo. MANAGEMENT 3.0. Pearson Education. 2011
  • Rubin, Kenneth S. . Essential Scrum: a practical guide to the most popular agile process. Pearson Education. 2013
  • Scott Berkun. The Myths of Innovation. O'Reilly. 2010
  • UNE. UNE 166001:2006 Gestión de la I+D+i: Requisitos de un proyecto de I+D+i. . AENOR. 2006
  • UNE. UNE 166002:2006 Gestión de la I+D+i: Requisitos del Sistema de Gestión de la I+D+i. AENOR. 2006
Additional Bibliography
  • Alexander Osterwalder & Yves Pigneur. Business Model Generation: A Handbook for Visionaries, Game Changers, and Challengers. Wiley. 2010
  • Andrew Stellman and Jennifer Greene . Learning Agile. O¿Reilly Media, Inc.. 2015
  • Jeff Patton, et al.. USER STORY MAPPING. O¿Reilly Media, Inc.. 2014
  • Morris, Langdon. Agile innovation: the revolutionary approach to accelerate success, inspire engagement, and ignite creativity. John Wiley & Sons Inc.. 2014
  • Scott Berkun. Making Things Happen: Mastering Project Management . O'Reilly. 2008

The course syllabus and the academic weekly planning may change due academic events or other reasons.