Showing posts with label management. Show all posts
Showing posts with label management. Show all posts
Friday, May 26, 2017
Management and Undertanding Category in Joomla CMS
Management and Undertanding Category in Joomla CMS

In the process of making a website, content of website is a fundamental part of the websites existence. Content Articles that may consist of huge numbers. For huge articles number, management articles are necessary and important for manage and classify the articles make more structured not make confuse in manage. Therefore Category is the first thing we should plan in the process of creating Joomla content articles so we are more structured and easier to manage the articles.



The Analogues, Category = Folder in windows explorer where to put our articles. To create a category, you must first go through the website administrator. Once you are on the administration (see picture above) click Content> Category Manager will perform "Category Manager: Articles". Then click New (yellow + icon) will appear as shown below!



Fill the Title with the name of the category that you want, parent: no parent (see picture above) and then click save and close. The result is the right image above, there is any Uncategorised, delete it by pressing the Trash Button.


To create the following Main Category is the same like above, Click New, Title: as you want, Parent: no parent, the results see picture right above. Another thing to note, we just created is filled with Parent of Main Category is No Parent. For the next Main Category you create by yourself as needs.
Now how do we create a Sub Category. The Analogues, sub category = sub folder (in windows explorer). Click New again! Title: according to what you want, Parent: Main Category that you created earlier. Create a sub-category as you need in the same way, look at the picture below!


For create a Sub-Category in the other Main Category, The different is The Parent. You can create as you need. For example, see the picture below! Sub-category on the second Main Category.


Here I give you the illustration by the video to get your understanding about how to create and manage category in joomla site more clearly, lets take a look!
So here it can be concluded, that the category could be a main category, sub category, sub-sub-category and so on. Something else contained in the category manager is another attribute that you can learn later. For now just enough like that, if you have questions write a message here!
Available link for download
Labels:
and,
category,
cms,
in,
joomla,
management,
undertanding
Thursday, April 6, 2017
Management Bandwidth Prioritize Online Games on Mikrotik
Management Bandwidth Prioritize Online Games on Mikrotik

In order to make the Internet Network that is used for the purposes. So inconsiderate and bad for the future if you think should be expel the clients who likes to download files and video streams when you want to prioritize the online games on the internet network that you have for the clients. Bandwidth Management for the Online Games on Mikrotik absolutely necessary, so that all interests can be run in proportion and balanced.
The internet purposes for the online games has become a very sensitive thing before browsing for the client. Without ignoring the interests of others, we just need to control downloads and video streams are hugely wasteful of the bandwidth, giving breath to browsing, and giving priority and make safe to online games. So that the Internet network that we build can be used for various purposes, and the services that we provided to the client to be open to a wider variety of interests.
Our focus now is how do we allocate bandwidth for the online games among with various other interests. The most appropriate way to capture the packets of online games is using TCP and UDP destination ports of online games. Actually, when a running online games, it doesnt use a lot of bandwidth, something taht we have to do is giving bandwidth that more stable by adjusting with highest priority to the others. TCP and UDP ports of online games usually are at a recommendation and referenced by online games itself, if not, it would be very difficult to know the destination ports that are really relevant.
TCP and UDP destination port of online games are usually very privacy. Many free tools there is not too much to help us in order to find the destination port of an online game. Have you try to use Wireshark or Curr Port to find the ports destination of the online games? which can only detect packets that pass through connections of local port only, which will be always changing as far as my experience in an effort to determine the TCP and UDP ports of an online game. How about you?
1. Here is references of some TCP and UDP ports commonly used for the online games, I have included in the mangle scripts for the mark connection of online games:
/ip firewall mangle add action=mark-connection chain=prerouting comment="POINT BLANK KONEKSI TCP" disabled=no src-address=192.168.1.0/24 dst-port=39190 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="POINT BLANK UDP" disabled=no src-address=192.168.1.0/24 dst-port=40000-40010 new-connection-mark="GAME-conn" passthrough=no protocol=udp add action=mark-connection chain=prerouting comment="POKER TCP" disabled=no src-address=192.168.1.0/24 dst-port=9339,843 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="AYODANCE TCP" disabled=no src-address=192.168.1.0/24 dst-port=18901,18902,18903,18904,18905,18906,18907,18908,18909 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="LOST SAGA TCP" disabled=no src-address=192.168.1.0/24 dst-port=14009-14010 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="LOST SAGA UDP" disabled=no src-address=192.168.1.0/24 dst-port=14009-14010 new-connection-mark="GAME-conn" passthrough=no protocol=udp add action=mark-connection chain=prerouting comment="SEAL ONLINE TCP" disabled=no src-address=192.168.1.0/24 dst-port=1818 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="LINE AGE2 TCP" disabled=no src-address=192.168.1.0/24 dst-port=7777 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="RF-ELVENT TCP" disabled=no src-address=192.168.1.0/24 dst-port=27780 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="RF KONEKSI UDP" disabled=no src-address=192.168.1.0/24 dst-port=10001,10002,10003,10004,10005,10006,10007 new-connection-mark="GAME-conn" passthrough=no protocol=udp add action=mark-connection chain=prerouting comment="PERFECT WORLD TCP" disabled=no src-address=192.168.1.0/24 dst-port=29000 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="ROHAN TCP" disabled=no src-address=192.168.1.0/24 dst-port=22100 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="ZEUS RO TCP" disabled=no src-address=192.168.1.0/24 dst-port=5121 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="DOTTA TCP" disabled=no src-address=192.168.1.0/24 dst-port=6000-6152 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="GHOST ONLINE TCP" disabled=no src-address=192.168.1.0/24 dst-port=19101 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="WOW AMPM TCP" disabled=no src-address=192.168.1.0/24 dst-port=8085 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="DRIFT CITY TCP" disabled=no src-address=192.168.1.0/24 dst-port=11011-11041 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="GET AMPED TCP" disabled=no src-address=192.168.1.0/24 dst-port=13413 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="YULLGANG TCP" disabled=no src-address=192.168.1.0/24 dst-port=19000 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="IDOL STREET TCP" disabled=no src-address=192.168.1.0/24 dst-port=2001 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="CRAZY KART TCP" disabled=no src-address=192.168.1.0/24 dst-port=9601-9602 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="RAN ONLINE TCP" disabled=no src-address=192.168.1.0/24 dst-port=5105 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="CROSS FIRE KONEKSI TCP" disabled=no src-address=192.168.1.0/24 dst-port=10009 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="CROSS FIRE KONEKSI UDP" disabled=no src-address=192.168.1.0/24 dst-port=40000-40010 new-connection-mark="GAME-conn" passthrough=no protocol=udp add action=mark-connection chain=prerouting comment="RETURN OF WARRIOR TCP" disabled=no src-address=192.168.1.0/24 dst-port=10402 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="CRAZY KART 2 TCP" disabled=no src-address=192.168.1.0/24 dst-port=9600 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="LUNA ONLINE TCP" disabled=no src-address=192.168.1.0/24 dst-port=15002 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="RUNES OF MAGIC TCP" disabled=no src-address=192.168.1.0/24 dst-port=16402-16502 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="FRESH RO TCP" disabled=no src-address=192.168.1.0/24 dst-port=5126 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="WAR ROCK TCP" disabled=no src-address=192.168.1.0/24 dst-port=5340-5352 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="FASTBLACK TCP" disabled=no src-address=192.168.1.0/24 dst-port=6000-6001 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="ROSE ONLINE TCP" disabled=no src-address=192.168.1.0/24 dst-port=29200 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="X-SHOT TCP" disabled=no src-address=192.168.1.0/24 dst-port=7341,7451 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="X-SHOT UDP" disabled=no src-address=192.168.1.0/24 dst-port=7808,30000 new-connection-mark="GAME-conn" passthrough=no protocol=udp add action=mark-connection chain=prerouting comment="TANTRA ONLINE TCP" disabled=no src-address=192.168.1.0/24 dst-port=3010 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="COUNTER STRIKE TCP" disabled=no src-address=192.168.1.0/24 dst-port=36567,8001 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp add action=mark-connection chain=prerouting comment="COUNTER STRIKE UDP" disabled=no src-address=192.168.1.0/24 dst-port=11100-11125,8001 new-connection-mark="GAME-conn" passthrough=no protocol=udp add action=mark-connection chain=prerouting comment="3 KINGDOMS UDP" disabled=no src-address=192.168.1.0/24 dst-port=42051-42052 new-connection-mark="GAME-conn" passthrough=no protocol=udp add action=mark-connection chain=prerouting comment="Carom3D TCP" disabled=no src-address=192.168.1.0/24 dst-port=42051-42052 new-connection-mark="GAME-conn" passthrough=yes protocol=tcp
Copy the above Mangle scripts, select that only you use and paste to the new terminal window of mikrotik winbox, to capture the connection for the variety of online games! The results are as shown below!

description :
- comment = "xxx" is the name of an online game that we want to capture the connection
- src-address = 192.168.1.0/24 is range of the clients IP addresses that you have, to separate the online games on each clients
- dst-port = xxxx-xxxx is the ports of TCP or UDP of the online games
2. After making the mark connection for all online games that used, the next is making mark packets for every clients.
If you want to make the mark packet online games into one to all clients, you do not need src-address = 192.168.1.11/24 on mark connetion on mangle rule, remove src-address of the mark connection above, then make the packet into single packet the online game as the script below!
/ip firewall mangle add action=mark-packet chain=prerouting comment="GAME ALL CLIENTS" connection-mark="GAME-conn" disabled=no new-packet-mark=GAME-pkt passthrough=no /queue tree add name="GAME ALL CLIENTS" parent=global-out packet-mark=GAME-pkt limit-at=220k queue=default priority=7 max-limit=220k burst-limit=256k burst-threshold=165k burst-time=2s
But here I have separated the packets of online game for every clients, the scripts for the packets as shown below!
/ip firewall mangle add action=mark-packet chain=forward comment="BILLING-GAME" src-address=192.168.1.11 connection-mark="GAME-conn" disabled=no new-packet-mark=GAME-BILL-pkt passthrough=no add action=mark-packet chain=forward comment="CLIENT1-GAME" src-address=192.168.1.17 connection-mark="GAME-conn" disabled=no new-packet-mark=GAME-CLIENT1-pkt passthrough=no add action=mark-packet chain=forward comment="CLIENT2-GAME" src-address=192.168.1.16 connection-mark="GAME-conn" disabled=no new-packet-mark=GAME-CLIENT2-pkt passthrough=no add action=mark-packet chain=forward comment="CLIENT3-GAME" src-address=192.168.1.15 connection-mark="GAME-conn" disabled=no new-packet-mark=GAME-CLIENT3-pkt passthrough=no add action=mark-packet chain=forward comment="CLIENT4-GAME" src-address=192.168.1.14 connection-mark="GAME-conn" disabled=no new-packet-mark=GAME-CLIENT4-pkt passthrough=no add action=mark-packet chain=forward comment="CLIENT5-GAME" src-address=192.168.1.20 connection-mark="GAME-conn" disabled=no new-packet-mark=GAME-CLIENT5-pkt passthrough=no add action=mark-packet chain=forward comment="CLIENT6-GAME" src-address=192.168.1.21 connection-mark="GAME-conn" disabled=no new-packet-mark=GAME-CLIENT6-pkt passthrough=no add action=mark-packet chain=forward comment="MASTER-GAME" src-address=192.168.1.12 connection-mark="GAME-conn" disabled=no new-packet-mark=GAME-MASTER-pkt passthrough=no
Adjust src-address ip address on the mark packets above according with computer clients that you have, then paste to the new terminal window on mikrotik winbox, the result is shown as below!

3. The next well make queue tree based on connection packet of mangle rule of the online games per clients and we can limit and give with the highest priority. Changes the simple queue as maximum bandwidth per clients with the priority = 2. After that we make queue tree for online games with the priority = 1 this is for the online games is not lose with the browsing. The script for the online games queue tree per clients like below!
/queue tree add name=BillingGame parent=global-out packet-mark=GAME-BILL-pkt limit-at=200k queue=default priority=1 max-limit=200k burst-limit=256k burst-threshold=150k burst-time=2s add name=Client1Game parent=global-out packet-mark=GAME-CLIENT1-pkt limit-at=200k queue=default priority=1 max-limit=200k burst-limit=256k burst-threshold=150k burst-time=2s add name=Client2Game parent=global-out packet-mark=GAME-CLIENT2-pkt limit-at=200k queue=default priority=1 max-limit=200k burst-limit=256k burst-threshold=150k burst-time=2s add name=Client3Game parent=global-out packet-mark=GAME-CLIENT3-pkt limit-at=200k queue=default priority=1 max-limit=200k burst-limit=256k burst-threshold=150k burst-time=2s add name=Client4Game parent=global-out packet-mark=GAME-CLIENT4-pkt limit-at=200k queue=default priority=1 max-limit=200k burst-limit=256k burst-threshold=150k burst-time=2s add name=Client5Game parent=global-out packet-mark=GAME-CLIENT5-pkt limit-at=200k queue=default priority=1 max-limit=200k burst-limit=256k burst-threshold=150k burst-time=2s add name=Client6Game parent=global-out packet-mark=GAME-CLIENT6-pkt limit-at=200k queue=default priority=1 max-limit=200k burst-limit=256k burst-threshold=150k burst-time=2s add name=MasterGame parent=global-out packet-mark=GAME-MASTER-pkt limit-at=200k queue=default priority=1 max-limit=200k burst-limit=256k burst-threshold=150k burst-time=2s
As usually for more quickly just copy the online games queue tree above to the new terminal window mikrotik winbox, the result like the picture below!

Note. If you want to limit and prioritize the online games that no TCP and UDP ports that are not referenced by the online games itself, it would be difficult part to find a relevant ports by self, even you have such a wireshark tool or using torch on mikrotik. Make sure the ports that was captured is really working all times. There are some kind of the online games has dynamic IP, TCP and UDP that makes so difficult to captured the ports, in this case I just used the content site to capture it.
For more clearly I have made the scripts above using mikrotik winbox and to prove the scripts above works, lets watch the article video above! for the newest method, dont to see the Perfection II of the Bandwidth Mangement!
Available link for download
Labels:
bandwidth,
games,
management,
mikrotik,
on,
online,
prioritize
Sunday, March 5, 2017
LSG Webinar Development Driven Performance Management
LSG Webinar Development Driven Performance Management
Im a big fan of Josh Bersin and Im thrilled to be on the second LSG webinar of the day where hes talking about development driven performance management. Ive had a rough afternoon having lost visuals on the previous webinar, so Im hoping I have better luck with live blogging an event. So, Im not going to say much more and Ill start writing away.
Joshs topic stresses on how management and performance management has a profound effect on learning. By focussing on development as part of performance management, Bersins found how companies drive high performance.
Performance Management Drivers
Performance management is a set of management practices to set measurable goals and objectives for employees and to assess achievement of such objectives. This leads to improve performance through coaching, compensation, development, etc.
Most importantly, performance management is management!
Companies focus on this to create a high performance culture and to decide compensation. And then again theres the reason of compliance, equity (ensuring fair compensation) and improving business results. Organisations want to align individual and overall business goals to ensure employees understand the kinds of contributions supervisors expect. Of course, we want to retain good people and reduce the cost of employee turnover.When it Breaks down
Performance management is underperforming though and the focus tends to become about goals than just performance. The focus is on the individual and not on the whole. Only 27% people in Bersins research feel that this process helps employees align goals to company objectives.
The model needs to move from being competitive to being coaching and development driven. The competitive evaluation focuses more on appraisal while development driven performacne mangement focuses on coaching and development. This is crucial to the lifecycle of a company from being a startup to maturity.
"Companies that reach maturity, need to focus more on coaching and development" - Josh Bersin
The coaching and development model does well in:- retaining top performers
- hiring the best people
- developing employees
- developing leadership pipelines
- and developing great leaders
- responding to current economic conditions
- planning our future talent needs
- ensuring compliance
The gap we need to overcome is the the gap between our activities and our expectations. Coaching has a strong impact on business results almost 150x and 200x greater. In a similar manner development plans have at least a 2x impact on revenue. This is all based on Bersins recent research. This is good enough reason for companies to invest in development driven performance management.
Keys to Transitioning to Development-Driven Approach
Josh recommends the following steps to transitioning to development driven approach.
- Change the definition of PM
- Introduce Competencies
- Create and support high quality development plans for people
- Enable managers to coach
- Create frequent occasions to reflect on peformance
For #2 Stacia and Josh mention that theres a direct link between competencies and an outstanding performance-driven culture. They have a strong research dataset for this. This seems obvious because:
- Competencies are almost a common currency for assessing performance and potential for promotion.
- It gives employees a clear set of objectives.
- It helps the whole organisation to select high potential leaders effectively.
- Companies can provide success profiles to help recruiters and hiring managers to select for a position.
- Competencies allow L&D to create meaningful performance improvement initiatives.
- Competencies create alignment and a clear understanding of corporate culture and values.
Now what is a competency? Its a set of performance outcomes you can determine for individuals in your companies. These could be related to your core values, job effectiveness, functional areas, career development and leadership. The key is to break competencies down and not try to do all of them together. Also, fewer competencies work better! The idea is to think "capabilities not competencies", because if you focus too much on job descriptions then youre likely to become too granular to affect performance.
The example Stacia picked up for #2 was from Flextronics, who created 15 competencies known as performance behaviours and provided examples of how these look like. The organisation then communicate these to their managers mentioning that its critical to coach their direct reports to success.
For #3 Josh mentioned the importance of individual development plans or personal development plans as we know them in Thoughtworks. There are several activities that you can create through learning and development to support employees to success. The example the duo introduced was again Kelly services. Kelly has already made employees responsible for development of their business and professional goals for the year. The moment they enter these into their online system, they get to seek out recommended deveopment opportunities. This has caused a huge pull-based development culture amongst Kellys staff.
For #4 Josh mentioned that managers need to know how to coach - establish goals, help people monitor progress, find solutions to problems, appreciate strengths/ weaknesses, etc. This is something that I believe is key - a manager who cant coach is a bit of a paper pusher IMO.
ADM is Stacias example for this key. ADM is a 25000 strong company in the agriculture space. Theyve launched a coaching program to help managers understand how to effectively coach their employees. The program is 8 weeks long and is a thorough blended experience. Its apparently been hugely successful and ADM has saved $100,000 saving (in terms of retention/turnover/hiring) and a lot of leaders are looking to enroll in the program.
Key #5 is something I really like because its about reflection - which is a great learning tool. Feedback is a crucial tool that Josh mentions here. Stacia picked up the Travelex example here. Travelex has found that peformance management through regular 360 feedback is more frequent, authentic and useful than they were ever before. The response in that firm has been overwhelmingly positive, though the practice is relatively new.
Josh lastly mentioned that we need to have integrated platorms that help automate such approaches. I would say however (with all due respect), that the focus should first be on the cultural change than the tool. There are several tools that perhaps do this - including Cornerstone, that Josh mentions.
This has been a really dense presentation -- very informative and a great lot to reflect on later! Thanks Josh!
© Sumeet Moghe
Available link for download
Labels:
development,
driven,
lsg,
management,
performance,
webinar
Sunday, February 12, 2017
LSG Webinar Making an impact – tricks for grabbing management attention
LSG Webinar Making an impact – tricks for grabbing management attention
"Practical stuff backed with hard facts...", was how Don Taylor introduced the topic. The agenda of the webinar was to cover off some points from the list below:
- How we create managerial indifference!
- Why estimating benefits always sells you short
- Reporting on impact not activity - why complex ROI methodology is unnecessary
- How to use the Impact Indicator findings in your organisation
- Tricks for tackling managerial indifference
- Training is not my job!
- Elearning isnt real work!
- My manager wont give me the time!
- This is just not a priority right now!
- You want to spend how much?!
What are the top tips for managerial indifference?
Often the things that we do are the ones that cause management to be indifferent to the things do. IMO, use of the word social is one of these as is not using their language as is the lack of communication linked to making real performance change. Here are Lauras top 5:- Make sure its not relevant
- Do as much possible to imitate past bad experiences
- Never talk about business outcomes
- Only focus on cost savings
- Alternatively dont talk to them at all!
Why is it important to grab managers attention
"55% learners say their line managers opinion is most likely to influence their elearning uptake." This is based on Lauras research. The way to grab attention however is to create value -- managers need to know that learning technologies will actually generate value.There are heaps of case studies on Towards Maturity to help create your business case. A picture of possible success is more likely to get traction than pure imagination. "Leave the cost benefits in the business case and promote the benefits in operational efficiency and flexible training such as reductions in travel trainer and time costs." ,said one participant.
3 Impact indicators:
- Efficiency
- Cost, Volume, Time
- Business Agility
- Time to competence
- Ability to respond to business need
- Business responsiveness to change.
- Management perception of value
- How do we measure?
- report?
Efficiency
This said, effficiency indicators look good. People are reporting time cost and volume savings! Obviously, saved costs mean that you have more time and money to spend elsewhere. That said, if the quality of learning isnt great, it only accentuates your problems because youre now just creating problems at a much greater speed.
As it turns out most people dont seem to do simple cost benefits of the use learning technology. Only 29% of Lauras participants do this. The cost benefit calculation is perhaps quite siple.
Business Agility
69% report faster time to competence59% report improvement ability to implement changes faster.
This has got to be a great case to make with management.
There are a host of other benefits:
- reach of learning
- efficiency with compliance
- satisfaction/ engagement
- customer satisfaction
- organisational productivity
- qualifications
- revenue increase
Management Perception
Unfortunately, we dont communicate very well if productivity, efficiency and time to competence has improved significantly.Most people report the following - % of staff uptake, efficiency in demonstrating a skill and staff satisfaction. That said, other measures such as productivity, revenue, customer satisfaction dont necessarily get address. I guess this is because its not easy to measure, but oh well!
That said, its not all about ROI! Case studies, podcasts, social networks, surveys and talking to managers really can help capture our success quite well.
If people come and say good things, try capturing it on audio for podcasts or in a document, for a case study! Great advice for bottom up cultures.
Tips for tackling managerial indifference - the 5 Cs
- Cultivate relationships and ask questions
- Cut out the jargon
- Calculate the basic efficiency benefits. (convert features into benefits)
- Confirm your own impact indicators
- Capture and communicate your successes
© Sumeet Moghe
Available link for download
Subscribe to:
Posts (Atom)