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Lecture Notes in Management and Industrial Engineering
Project
Management
and Engineering
Research
AEIPRO 2019
Lecture Notes in Management and Industrial
Engineering
Series Editor
Adolfo López-Paredes, INSISOC, University of Valladolid, Valladolid, Spain
This book series provides a means for the dissemination of current theoretical and
applied research in the areas of Industrial Engineering and Engineering Management.
The latest methodological and computational advances that both researchers and
practitioners can widely apply to solve new and classical problems in industries and
organizations constitute a growing source of publications written for and by our
readership.
The aim of this book series is to facilitate the dissemination of current research in
the following topics:
Salvador F. Capuz-Rizo
Editors
Project Management
and Engineering Research
AEIPRO 2019
123
Editors
José Luis Ayuso Muñoz José Luis Yagüe Blanco
E.T.S. Ingeniería Agronómica y de Montes Departamento de Ingeniería Agroforestal
Universidad de Córdoba Universidad Politécnica de Madrid
Córdoba, Spain Madrid, Spain
Salvador F. Capuz-Rizo
Departamento de Proyectos de Ingeniería
Universitat Politècnica de València
Valencia, Spain
This Springer imprint is published by the registered company Springer Nature Switzerland AG
The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
Preface
v
vi Preface
• Project Management
• Civil Engineering and Urban Planning. Construction and Architecture
• Product and Process Engineering and Industrial Design
• Environmental Engineering and Management of Natural Resources
• Energy Efficiency and Renewable Energies
• Rural Development and Development Cooperation Projects
• Technologies of Information and Communications (TIC). Software Engineering
• Risk Management and Safety
We want to acknowledge all the contributors and reviewers.
vii
viii Contents
1.1 Introduction
Projects having public funding are required to disseminate and present their results.
To satisfy the interests of funding administrations, many projects do not only publish
their work on scientific publications but they also use web pages and participate in
social networks such as Facebook, Instagram, and Twitter among others.
However, the academia evaluates the quality research of projects basically by the
quantity and impact of the articles published in indexed journals, with those with a
higher impact factor and most cited being best qualified.
But are these tools valid for this purpose? Does research dissemination reach the
interested general public?
To provide an answer to these questions, this study works in the framework of the
ReViBE project (Reuse and life of batteries and energy, TEC2015-63899-C3-1-R),
funded by the Spanish Ministry of Economy, Industry and Competitiveness together
with the public European Regional Development Fund (ERDF). The ReViBE project
studies the degradation of lithium ion batteries, develops control and monitoring
systems, and searches businesses and applications where second life electric vehicle
(EV) batteries may be reused considering that EV batteries are not useful for traction
purposes when they have lost 20% of their capacity [21], participating in the circular
economy [11].
To achieve this last objective, the project prepared strategies, such as the use of
several creativity tools to generate ideas. Creativity is useful to find good quality
original solutions in unspecific and unstructured new situations [12]. The reuse of
EV batteries fits perfectly in this reality. Moreover, as the sessions dedicated to the
generation of ideas require working in groups of people, they will be used to give
visibility to the project.
The project’s website counts on a monitoring tool that is useful to analyze access
and participation. Through the sessions and other actions (news, surveys, etc.), this
study could evaluate if they had a significant impact on the visibility of the project.
Additionally, this study presents the results obtained during the creativity sessions
and compares the proposed energy storage business ideas from common citizens in
relation to what the scientific community publishes in scientific journals.
Scientific publications perceive that the applications presenting a higher interest
are expected to give support to the electricity grid such as the improvement of the
quality service, area and frequency regulation [10, 5], and transmission deferral [13],
or to give support to renewable power sources that depend on weather conditions
to produce energy and suffer from instability [17, 9]. In addition, industries are
interested in peak shaving services to reduce the electricity bill [1], load leveling,
or time shifting storing energy during low fare periods to use it when electricity is
more expensive [7]. A similar idea is used in energy arbitrage that takes advantage
of short-term price fluctuations [3]. In residential or tertiary buildings, businesses
such as the self-consumption ones are gaining interest, although regulation changes
from one country to another. For example, in Spain it is forbidden to use batteries
for such purposes [16]. Finally, second life batteries are also studied to give support
1 Strategies to Enhance Impact and Visibility of Research Projects 5
1.2 Objective
In summary, this study verifies if diffusion tools are useful and, at the same time, if
they contribute to increasing the knowledge in the field of second life applications
of EV batteries.
1.3 Methodology
In the first place, the aim of the study is to measure the effectivity of tools that
increase the visibility of projects. To do so, the ReViBE project prepared a website
(http://revibe.upc.edu/en) following the corporate image of the Universitat Politèc-
nica de Catalunya, Barcelona TECH. To monitor visits to this website, this study took
advantage of Google Analytics. The website content is available in two languages:
English and Spanish.
ReViBE was also included as a project in ResearchGate, the social network for
researchers (https://www.researchgate.net/project/ReViBE), and was linked to the
involved researchers.
Once the website was ready, the study launched several strategies to promote
visits to the website that, at the same time, served to work on the scientific challenge:
the identification of business models for second life EV batteries. Working based
on problem-solving is, on its own, a challenge [19] that this study faces with the
use of four tools to generate ideas. The first tool is an online survey (described with
further detail in Sect. 1.3.1) and three group sessions to generate ideas using different
dynamics: a teamstorming session and two brainstorming sessions (described in
further detail in Sect. 1.3.2).
Finally, the study analyzes the impact and quality of the collected ideas from each
strategy.
The online survey [6] became the first activity launched to generate ideas in the
ReViBE project. It was done using the template for surveys from Google and Google
Forms. The survey begins with some misleading images to prepare and warm up the
brain toward creativity. After that, there are three simple and fast-to-answer questions
that guide the participant to the point of interest, businesses for second life batteries.
In these three questions, the participants are required to write the first two words that
6 L. Canals Casals et al.
come to their mind when reading Energy, Electricity, and Batteries. Then, the survey
follows with a detailed explanation of its purpose and asks for five ideas in six areas
where batteries could be used: in buildings, terrestrial mobility, water, air, hobbies,
and assistance. Finally, the survey ends with two general questions to classify the
profile of the participant.
This survey was spread through different platforms at different moments to facili-
tate the evaluation of the impact of each strategy. It was first published on the project
website and then it was sent by e-mail to researchers and known people. Finally, it
was published on social networks: Facebook, LinkedIn, and ResearchGate.
The first session, which took place in Barcelona (ETSEIB-UPC) on November 23rd,
2017, was directed by a specialist in creative exercises following the Creative Problem
Solving (CPS) methodology using a Teamstorming tool [15]. The participants of this
session were related to EV batteries in some way, including four members of the
ReViBE team, two PhD students, and three teachers.
The session was divided into three clearly distinct stages: the first stage was
oriented to guiding the participant toward a challenge to solve; the second stage was
focused on the generation of ideas; finally, the last stage was conceived to select
the best ideas. Before the first and second stages, participants did some warm-up
exercises to prepare them.
1st stage: In this stage, the participants generate a wide perception of the challenge,
as a clear identification of the challenge or question promotes knowledge [14]. This
stage has several phases:
• Selection of a challenge to work on: Each participant selects one of the working
fields where batteries could fit (the same areas defined in the survey).
• List and question the general belief : In this phase, each participant analyzes and
tries to dismantle his/her prejudices when confronting the problem.
• Collect information about the challenge: Working in groups of two or three
participants.
• 5-Why: These same groups ask for causes and motivations.
• Focus of the work: Each participant carefully prepares the challenge.
2nd stage: The generation of ideas count on two additional phases:
• Searching for inspiration: Individually, each participant should find inspiring
examples of innovative or revolutionary ideas in the past to use as a mirror.
• Teamstorming: It is in this phase that all participants work together. Each partic-
ipant begins by writing three ideas to solve his/her challenge and posting them
on the wall. From this moment on, participants start to pick up ideas randomly
from any challenge and should develop new ideas from these picked-up ideas
and put them back on the wall, having more and more ideas at each round. This
1 Strategies to Enhance Impact and Visibility of Research Projects 7
process is done ten times following the indications of the specialist that orients
the creativity toward contrast, juxtaposition, getting closer, or taking distance
from the picked-up ideas. This methodology follows the premise that ambiguity
foments the generation of ideas to solving a problem [2].
3rd stage: The selection is done individually and each participant takes the ideas
of his/her challenge and orders them from most realistic and new to least realistic
and new.
The second session took place in Castelló (Spain) on March 14, 2017, at the
Jaume I University, and it was guided by two members of the ReViBE project who
participated in the first session. This second session counted with 11 participants, all
teachers from the university who had never worked with energy storage systems but
who had knowledge of eco-design and creative decision-making methodologies.
This session was less guided, leaving much more space for the participants to
search in the direction they felt more appropriate. Additionally, to better predispose
the participants to creativity, many elements to break the structure were used, such
as the selective attention test [18], counting triangles in a pentagon, building towers
with children’s games, and drawing inspiring images from a sheet of paper filled
with circles and a Kahoot (https://kahoot.it/) competition using ambiguous images.
Additionally, all participants selected some disguising elements, such as hats or
brightly colored wigs, with the objective of disinhibiting and reducing the influence
they could have on the rest of the participants.
Once ready, the directors of the activity briefly described the main aspects of
electric vehicle batteries and the strategies available to reuse them [4]. With these
premises, the participants discussed the areas where they thought it made sense to
store electricity, and each participant selected one of them to start to work with. To
do so, an A3 sheet was given to all participants and each one drew the selected area
on top of it.
With the areas defined and selected, each participant had five minutes to draw (if
they felt comfortable with it) all the ideas they could gather in their area. After these
five minutes, they passed their A3 sheet to the participant on his/her right, so they
all had a new sheet to work with for five more minutes. This process was repeated
four times. Then, all the ideas were put together having five more minutes to add
additional ideas they could find in any of the areas on the table.
The session ended selecting the ideas that they thought were more interesting,
and discarding those they felt were useless. To do so, all participants took off the
disguise, so they recovered the seriousness and personality required in a process of
alternative selection, and took three red stickers to put on the ideas they did not like
and three green stickers to put on the most interesting ideas. Finally, the session
ended by sharing their feelings about the session itself.
The third session took place on March 21, 2017, in Terrassa (back in the UPC)
gathering eight participants (five PhD students and three professors) from the Depart-
ment of Project and Construction Engineering, the department in which some
ReViBE researchers work . This third session was similar to the second session
in Castelló but had fewer transgressive activities and had no disguises. In this case,
8 L. Canals Casals et al.
before the brainstorming took place, the participants passed the selective attention
test, counted triangles in a pentagon, and did the Kahoot.
The rest of the session followed the same dynamics and phases from the second
session. Again, at the end of the session, the participants shared their feelings and
were asked to highlight the good aspects and those that should be improved.
This section is divided into two parts. The first part focuses the attention on the results
regarding the impact and visibility of the project, and the second part analyzes the
ideas generated with the different creative tools.
Using Google Analytics it was possible to count us to view the number of visits
of the ReViBE website along time, shown in Fig. 1.1. The page was created in June,
receiving 439 visits since then, equating to 1.5 visits per day.
The first action carried out to give visibility to the project was to publish news
from relevant events related to the project research (green arrows in 2). As expected,
this activity seems not to have any impact on visibility, but it shows that the project is
alive. On November 18, 2016, the survey was not only published on the website but
it was also sent by e-mail to contacts (orange arrows). In this case, there is clearly
a reaction with more than 15 visits. The link of the survey was not directed to the
project website; it went directly to the survey, which implies that, after doing the
survey, 15 people were interested in the project and visited the website intentionally.
The yellow arrows indicate the days when creative sessions were done, not having
much impact on website visibility. On the contrary, the publication of the survey on
social networks (red arrows) does seem to have an impact. Notice that in these cases,
the link was directed to the project website instead, leading afterwards to the survey.
The survey was first published on Facebook, showing more than 20 visits. Then on
30
25
20
15
10
0
-
PhD 2% 3%
Engineering 8%
2% 3%
Master 2%
Sciences 5%
Bachelor 22% Social 6%
45%
PF Educaon
Highschool Literature 55%
23%
Elementary Other
Other 26%
January 26, 2017, it was published on ResearchGate, having almost no impact, and
just one person participated in the survey following this path. The higher visit peak
is found after the second creative session, when the ReViBE researchers encour-
aged the participants to visit the website, sending them the website link after the
session. Additionally, this moment coincides with a second round of social network
publication on LinkedIn and Facebook again.
In summary, 15% of the visits to the website of the ReViBE project come from
social networks. In particular, 64% correspond to Facebook, 21% to LinkedIn, and
only 15% to ResearchGate. Moreover, the visits to the website do coincide with
diffusion activities. It seems that there is a soft tendency to increase the visits to the
website.
The second part of this study analyzes the responses given in these creativity
sessions and in the survey in order to evaluate their quality.
After three months on the website of the project, the survey received 58 valid
responses. Figure 1.2 shows that the profiles of the participants are quite high,
with 45% being doctors and 92% having finished university studies. Moreover,
the formation is aligned with engineering and sciences, which cover 78% of the
participants.
It seems obvious that this profile is not very representative of society, but it points
out that the researcher’s close environment follows this profile or that the people
interested in responding, due to the area treated, are closer to technology. In any
case, the survey provided 1167 ideas where batteries could be used, resulting in an
average of 20 proposals per participant.
Figure 1.3 shows how mobile devices similar to “Hoverboards” or “Segways”
catch the attention of most of the participants when thinking of applications using
batteries. In fact, in 25% of the ideas, mobility is the area where the use of batteries
seems more effective, including applications in planes, boats, motorbikes, bicycles,
cars, or UAVs (Unmanned Aerial Vehicles).
Lighting had many applications, such as local applications, emergency lights,
traffic lights, and illumination in events, among others, and is the fourth area best
evaluated.
Motorbikes, in the sixth place, garnered 4% of the ideas. We obtain this same
percentage putting together heating and cooling systems (independently if it concerns
10 L. Canals Casals et al.
Número de ideas 60
40
20
Hoverboard, …
0
Bicycles
Location
Entertainment
Motorbikes
Submarine
Lighthouse
Food
Safety
Cooling
Radar
Truck
Signals
Helicopter
Mountain
Tidal power plant
Phones…
Tramway
Drones
Ship
Train
Bus
Park
Buoy
Hang glider
Heating
Defibrillator
Machinery
Irrigation
Appliances
Photography
Car
Plane
Lighting
Electric chair
Table 1.1 Areas, challenges, and generated ideas during the teamstorming session
Application areas Challenge Ideas Ideas with batteries Relevant ideas
Agriculture and From fuel to electric 17 7 (41%) 3
farming machinery
Maritime Use batteries in cruise 14 11 (78%) 3
ships entering into port
Air Use batteries to offer 11 7 (64%) 3
new services in airports
Industry Gain competitiveness in 22 17 (77%) 7
productive processes
Hobbies Power street vendor 17 8 (47%) 3
markets
Solar Reduce the size of solar 13 5 (38%) 1
fields
Home Use batteries to pass 22 12 (55%) 3
from a centralized to a
distributed grid
Mobility Establish a 9 3 (33%) 1
transportation system in
“megacities”
Mobility 2 Use batteries to reduce 15 13 (86%) 5
operating costs of public
transportation offering
additional services
However, the dissemination of ideas through the areas of interest affected also
good ideas. Good examples are the use of solar panels on rooftops, buses, shops,
façades, windows, cars, planes, or even in sails or sunshade fabric. Electric trolleys
were also repeatedly used in industries (to transport tools), in markets (to distribute
products or groceries), in airports and ports (for people or baggage), and in the agro
industry (to feed animals).
Finally, we could also find some funny ideas, such as an electric autonomous
scarecrow, interchangeable production steps, and piezoelectric systems on the road
or touchscreens.
To evaluate the brainstorming sessions (sessions two and three), we began
analyzing the profile of the participants from their response to the Wilson Learning
test [20]. The result distribution shows that both groups are quite similar (Fig. 1.4),
having a tendency to be expressive and friendly (black dots represent members from
Jaume I University and blue dots represent those from UPC). Bigger dots indicate
the average of both groups.
However, some differences appeared in the duration of the brainstorming session
from the very beginning. The group from “Jaume I” took wide concept areas: islanded
12 L. Canals Casals et al.
-1 1
UPC
Manager Jaume I Analytic
-1
buildings, home, industry, agriculture, deserts, water basins, air, cities, and recre-
ational spaces. On the other hand, the UPC group worked on more focused areas: self-
consumption, electricity generation, lighting, mobility, signals, rural areas, cities, and
recreational spaces. Both groups coincide only in the latter three options.
Nonetheless, there were many more coincidences when dealing with specific
applications where batteries could be used. Figure 1.5 shows how in both cases
lighting and signal systems and devices had special relevance. These applications go
from urban lighting to helmet lights for firemen or speleology helmets. In the case
of the UPC, this prominence was expected because two specific areas dealt with this
kind of application (resulting in nine ideas per area). What was surprising is that
the “Jaume I” group identified similar ideas not having detected these areas as such.
Coincidences concerned lighthouses, emergency exit lights, traffic lights, luminous
traffic panels, lighting of roads, camping, and islanded zones.
20
15
10
Jaume I UPC
Fig. 1.5 Most frequent ideas from the second and third brainstorming sessions
1 Strategies to Enhance Impact and Visibility of Research Projects 13
Fig. 1.6 Pictures of the ideas generated in the second (left) and third (right) sessions
14 L. Canals Casals et al.
Table 1.2 Generation of ideas from all the activities and tools
Survey Teamstorming Brainstorming Jaume I Brainstorming UPC
Nº participants 58 9 11 8
Nº ideas 1167 140 174 90
Ideas/person 20, 1 15, 5 15, 8 11, 25
Table 1.2 shows how the survey presents better results in terms of ideas generated
per person. This is surely caused by the fact that the survey had six questions asking for
five ideas each, giving some pressure to the participant. Something similar happened
in the teamstorming session, as the director required a number of ideas in each
round. On the contrary, brainstorming sessions did not have this kind of pressure,
based solely on the motivation of the participants. Therefore, it seems that motivation
in the second session was noticeable, having better results than the other in-person
sessions.
1.5 Conclusions
This study shows that, effectively, diffusion activities may contribute to generating
valuable knowledge if appropriate tools are used. This study presents four proposals
to generate ideas: an online survey, a teamstorming session, and two brainstorming
sessions that contributed to increasing visibility and knowledge at the same time and
several methods to spread them, confirming that social networks are very useful in
disseminating results.
Results from these activities show that individual transportation (electric boards
or similar devices), lighting, entertainment, security and mobile phone, tablet and
laptop recharge are some of the areas where more interest arises or are of concern
to the participants. On the contrary, scientific research prefers large-size stationary
applications offering electricity grid and generation services.
Therefore, this study confirms that second life battery businesses or applications
perceived by people not related to batteries or electric vehicles are seriously distanced
from what specialized research works on. How can we explain this divergence in busi-
ness perception? Is it caused by ignorance in the field? By the commercial interests
of certain sectors that enhance the research on them first? To the difference of short-
term against long-term perspectives? Or is it only because some search for useful
applications while others are more interested in making money?
Acknowledgments Authors appreciate the contribution of the UPC and the ReViBE project
(TEC2015-63899-C3-1-R) from MINECO in the research of second life battery businesses.
1 Strategies to Enhance Impact and Visibility of Research Projects 15
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Chapter 2
Comparative Analysis of the SCRUM
and PMI Methodologies in Their
Application to Construction Project
Management
M. A. López-González (B)
Grupo INGENIERIA DE PROYECTOS, Dpto. de INGENIERIA, iONE Ingeniería &
Peritaciones S.L. C/Dr. Fleming Nº 45, 02004 Albacete, Spain
e-mail: ione.ingenieria@gmail.com
L. Serrano-Gómez (B) · J. I. Muñoz-Hernández
Grupo INGENIERIA DE PROYECTOS, Dpto. de MECANICA APLICADA E INGENIERIA
DE PROYECTOS, Escuela de Ingenieros Industriales de Albacete, Universidad de Castilla-La
Mancha, Edificio Infante Don Juan Manuel, Avda. de España S/N, 02071 Albacete, Spain
e-mail: Luis.Serrano@uclm.es
J. I. Muñoz-Hernández
e-mail: JoseIgancio.Munoz@uclm.es
V. Miguel-Eguía
Grupo Ciencia e Ingeniería de Materiales, Dpto. de MECANICA APLICADA E INGENIERIA
DE PROYECTOS, Escuela de Ingenieros Industriales de Albacete, Instituto de Desarrollo
Regional, Universidad de Castilla-La Mancha, Edificio Infante Don Juan Manuel, Avda. de
España S/N, 02071 Albacete, Spain
e-mail: Valentin.Miguel@uclm.es
M. Sánchez-Núñez
DIRECCION Y GERENCIA DE PROYECTOS DE INGENIERIA Y CONSTRUCCION, Dpto.
Construcción Internacional ACCIONA, Ingeniero Industrial, PMP®, Scrum Fundamentals,
Madrid, Spain
e-mail: manuel0sanchez@gmail.com
Historically, project administration has been developed and has evolved into the
concept accepted nowadays. From the moment, in 1920, when Henry Gantt intro-
duced his famous scheduling graph, the Gantt diagram, to this day, different methods
and systems have been developed for project planning, control, administration,
monitoring, and execution.
In the beginning of the ’80s, Nonaka and Takeuchi [10] identified and defined an
agile development model, after analyzing how new products were developed in the
most important technological manufacturing companies (Fuji-Xerox, Canon, Honda,
Nec, Epson, Brother, 3M, and Hewlett Packard). In their study, they compared the
new teamwork modality with the advance in melee formation (scrum) of Rugby
players. This way, the term “SCRUM” was coined to name this teamwork modality.
SCRUM, like other agile methodologies, is based in the four postulates of the “Agile
Manifesto,” defined in 2001 by 18 advocates of these methods. In addition to the
postulates of these four values in which it is based, the Agile Manifesto establishes
12 principles [1]. Although the SCRUM methodology emerged in technology prod-
ucts manufacturing companies, it is applicable not only to projects with unstable
requirements, but also to all projects requiring speed and flexibility [8].
Tomanek et al. [11] developed a comparison between two work schemes,
PRINCE2 and SCRUM. Shiohama et al. [9] analyzed the determination of sprint
length or actuation sequences and proposed several methods for effort estimation
and duration of these efforts. In a similar sense, Zahraoui and Abdou Janati Idrissi
[12] proposed several factors to be considered in the calculation and estimates of
efforts and the sprint length.
López-Martínez et al. [6] have identified the disadvantages arising from the adop-
tion of the SCRUM methodology in software development. They encompass work
habit changes in four groups: people, processes, projects, and the organization. On the
other hand, Gartzen et al. [4] address the uncertainty generated in project management
and how this uncertainty diminishes with the application of SCRUM agile methods
to product development outside the software context, especially in the development
of prototypes for new technology products.
Finally, Klein and Reinhart [5] present the results of their research work on the so-
called agile engineering, on the transfer of agile procedures such as SCRUM that were
exclusive of software engineering and which are applicable to the development of
mechatronic systems and also to the development of machines for their construction.
2 Comparative Analysis of the SCRUM and PMI … 19
Agile methodologies were developed to provide swift responses to changes that could
be required during project development. They allow obtaining deliverables in less
time than with the classic methodology and minimize the occurrence of new risks in
the project.
Other than SCRUM, the main agile methodologies are XP or eXtreme Program-
ming, Agile Unified Process or AUP, and ICONIX and Crystal Methods, among
others. In Figueroa et al. [3], a comparison of the different agile methodologies
mentioned above can be seen. It can be highlighted that with the XP and SCRUM
methodologies, large and highly complex projects can be executed with a small
development team.
The SCRUM method is based on a group of roles, events, artifacts, and associated
rules. Each role, which corresponds to a team member, has a specific and completely
defined purpose. Rules established by SCRUM manage the relationship and interac-
tion among roles, artifacts and events, and the SCRUM teams. SCRUM is based on a
logical sequence of steps cyclically repeated, called Sprint, for each one of the User
Stories of the Product Backlog, consisting of tasks, until the entire finished product
is completed (SBOKTM Guide).
The traditional method with its predictive approach begins with the scope defini-
tion and the project management planning in the first phases of the project life cycle.
It implies an extra effort to predict the possible tasks that would arise in the medium
and long terms.
If the scope definition changes, the project requirements will change, along with
the planning, thus affecting times, the budget, and the project quality.
Regarding the project team, the construction world frequently requires the partic-
ipation of different trades to execute the different tasks, depending on the specific
project. It is then very complicated to have such a multidisciplinary team with the
experience and training to fulfill all the needs of the different execution phases of the
project, as SCRUM suggests. In spite of these big concept differences, both method-
ologies have common characteristics. They share three fundamental concepts: project
objectives, times, and costs, as Table 2.1 indicates. This table is a review of the study
made by Figueroa et al. [3].
When comparing the development phase structure of both methodologies, it can
be seen that both the Classic methodology (PMBOK®) and SCRUM (SBOKTM) are
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