How to Write a Project Proposal
Martyn Amos
Introduction
 What's a project proposal?
 Why do I need one?
 How do I write one?
 Common mistakes, and examples of good
practice
 Referencing
 Questions
What's a project proposal?
 The Terms of Reference document
 Sets out an overall plan for your project
 This is not the same as the design of your
product
 Why do we need one?
ryezalchaplin.blogspot.com
chillnite.com
How to write a project proposal
“Bad planning on your part
does not constitute an
emergency on my part.”
Trad. proverb.
You need a plan
 A poorly-planned project stands little chance of
success
 Things than can go wrong
− Running out of time (very common)
− Bad choice of development methodology/tools
− Mismatched expectations
− Reinventing the wheel
How to write a project proposal
How to write a project proposal
What's in a plan?
1.Context
2.Problem
3.Related work
4.Solution (with desiderata (“desired things”))
5.Aims and objectives
6.Tasks and timetable
What's in a plan?
1.Context
2.Problem
3.Related work
4.Solution (with desiderata (“desired things”))
5.Aims and objectives
6.Tasks and timetable
WHAT?
What's in a plan?
1.Context
2.Problem
3.Related work
4.Solution (with desiderata (“desired things”))
5.Aims and objectives
6.Tasks and timetable
WHY?
What's in a plan?
1.Context
2.Problem
3.Related work
4.Solution (with desiderata (“desired things”))
5.Aims and objectives
6.Tasks and timetable
WHO?
What's in a plan?
1.Context
2.Problem
3.Related work
4.Solution (with desiderata (“desired things”))
5.Aims and objectives
6.Tasks and timetable
HOW?
What's in a plan?
1.Context
2.Problem
3.Related work
4.Solution (with desiderata (“desired things”))
5.Aims and objectives
6.Tasks and timetable WHEN?
Context
 Background to your project
 What's the problem?
 Why is it interesting?
 Set the scene, lay the foundations
 Common mistake: jump straight in to technical
details
 Assume that the reader knows nothing
Example - context
“Puzzle games are a very common and popular
form of entertainment. They require the user to
manipulate regions of the game screen in order
to obtain particular configurations, such as a
filled region (Tetris) or identification of objects
(Minesweeper).”
Opening sentence - sets the scene
Example - context
“Although these games are easy to describe, they
are often very complex in terms of the strategies
needed to solve them. Because of this, they
offer an ideal platform for testing automated
solving techniques (the most obvious example
being in the game of chess).”
Bridge from background into your project
Example - context
“One example puzzle game is (name of game).
This requires the user to (do things) in order to
obtain a final board (looking like something)
(Gamesoft, 2004). To date, no automated
solution techniques have been applied to this
game. In my project, I will apply (technique) to
the solution of (game).
What are you going to do? Bridge to next section
Example - context
“One example puzzle game is (name of game).
This requires the user to (do things) in order to
obtain a final board (looking like something). To
date, no automated solution techniques have
been applied to this game. In my project, I will
apply (technique) to the solution of (game).
What are you going to do? Bridge to next section
PROBLEM
Example - context
“One example puzzle game is (name of game).
This requires the user to (do things) in order to
obtain a final board (looking like something). To
date, no automated solution techniques have
been applied to this game. In my project, I will
apply (technique) to the solution of (game).
What are you going to do? Bridge to next section
SOLUTION
Related work
 Need to show that you have an understanding
of what has already been done
− So you demonstrate a sound grasp of what is
involved
− So that you don't reinvent the wheel
− So that you acknowledge existing work
 Doesn't have to be completely specific to your
particular problem, but related
Example - related work
“Many automated solution techniques have been
successfully applied to the solution of puzzle
games. These include genetic algorithms
(Goldberg 1994; Smith and Wesson, 2006),
artificial neural networks (Bandar, 2005) and A-
star search (Treeworthy, 2002). For an overall
review of how AI-based techniques have been
applied to games, see (Jones, 2006).”
Shows you have searched the literature
Referencing
 Absolutely vital - shows awareness of literature, and
prevents accusations of plagiarism
 Insert “tag” in the main text, pointing to an entry in the
reference list at the end of your document
 “In (Amos and Harding, 2004), the authors show that...”
 Amos, M. and Harding, P. (2004) Agent-based simulation
of evacuations. Fire Safety 4(1), pp. 43-56.
 Google “Harvard referencing style”
Solution
 How are you going to solve the problem?
− What is your approach?
 How will you measure success?
− What is vital, and what would constitute a “bonus”?
 Who are the stakeholders?
− Who will participate?
 What is your Plan B?
− How will you manage risk?
Approach - example
 “In this project I will test the suitability of the
genetic algorithm approach to the solution of
the Zen Puzzle Garden. In order to do this, I will
first write a Puzzle “engine”. This will then be
used to test both genetic algorithm and
exhaustive search methods. By running both
methods on a large set of example gardens, I
hope to obtain a rigourous quantitative analysis
of these techniques.”
Approach - example
 “In this project I will test the suitability of the
genetic algorithm approach to the solution of
the Zen Puzzle Garden. In order to do this, I will
first write a Puzzle “engine”. This will then be
used to test both genetic algorithm and
exhaustive search methods. By running both
methods on a large set of example gardens, I
hope to obtain a rigourous quantitative analysis
of these techniques.”
OVERALL
APPROACH
Approach - example
 “In this project I will test the suitability of the
genetic algorithm approach to the solution of
the Zen Puzzle Garden. In order to do this, I will
first write a Puzzle “engine”. This will then be
used to test both genetic algorithm and
exhaustive search methods. By running both
methods on a large set of example gardens, I
hope to obtain a rigourous quantitative analysis
of these techniques.”
MAIN
WORK
Approach - example
 “In this project I will test the suitability of the
genetic algorithm approach to the solution of
the Zen Puzzle Garden. In order to do this, I will
first write a Puzzle “engine”. This will then be
used to test both genetic algorithm and
exhaustive search methods. By running both
methods on a large set of example gardens, I
hope to obtain a rigourous quantitative analysis
of these techniques.”
RESULT
Success
 Don't set yourself up for failure!
 Define a non-trivial set of functionality for your
project
 This is your “baseline”
 Then define additional “bonus” features, which
you will implement if time allows
Stakeholders
 Who else is involved?
 Your supervisor, obviously
 May have industrial partners, customers, etc.
 Important factors
− Make sure each person's contribution is absolutely
clear
− Make sure your project doesn't rely on anyone else
Risk management
 Always have a Plan B!
 What happens if, after a few months, your
project isn't working out as planned?
 How will you manage this?
− Try to anticipate possible problems
− Describe alternatives
Example - risk management
“I plan to implement this system using a
combination of XXX and YYY. However, I have
limited experience of YYY, and am unfamiliar
with how it might be combined with XXX. As a
fallback position, the project may be
implemented (with very limited loss of
functionality) using ZZZ, with which I am very
familiar, and have used successfully before in
previous similar projects.”
Aims and objectives
 “Milestones” against which your project is
measured
 Aims - general statements about what you are
trying to achieve
 Objectives - more specific description of how
the aims will be achieved
A&O - example
 Aims
− A1: Gain understanding of AI techniques and
games
− A2: Carry out comparison of different AI techniques
when applied to a new game
− A3: Gain insight into non-trivial project
development, management and documentation
A&O - example
 Objectives
− O1: Review existing work on AI and games
− O2: Design and implement game “engine”
− O3: Implement exhaustive search algorithm
− O4: Implement Genetic Algorithm,
− O5: Perform numerical comparisons
− O6: Document project analysis, design and results
− O7: Ensure project is managed correctly
Tasks and timetable
 Important to ensure that you remain on
schedule
 Some milestones are fixed (ie. formal reports)
 Others are more flexible
 Project phases may overlap (but not by too
much)
 Try to have a significant amount of work done
before Christmas
Tasks and timetable
 Break your project down into broad phases
− Literature review
− Analysis
− Design
− Implementation
− Testing/user testing
− Documentation
 Break each phase down into specific tasks (start with your objectives, and maybe
break these down further into sub-tasks)
 Estimate how long each one will take (weeks)
 Draw a GANTT chart to depict this graphically
 Add milestones/deliverables
How to write a project proposal
How to write a project proposal

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How to write a project proposal

  • 1. How to Write a Project Proposal Martyn Amos
  • 2. Introduction  What's a project proposal?  Why do I need one?  How do I write one?  Common mistakes, and examples of good practice  Referencing  Questions
  • 3. What's a project proposal?  The Terms of Reference document  Sets out an overall plan for your project  This is not the same as the design of your product  Why do we need one?
  • 7. “Bad planning on your part does not constitute an emergency on my part.” Trad. proverb.
  • 8. You need a plan  A poorly-planned project stands little chance of success  Things than can go wrong − Running out of time (very common) − Bad choice of development methodology/tools − Mismatched expectations − Reinventing the wheel
  • 11. What's in a plan? 1.Context 2.Problem 3.Related work 4.Solution (with desiderata (“desired things”)) 5.Aims and objectives 6.Tasks and timetable
  • 12. What's in a plan? 1.Context 2.Problem 3.Related work 4.Solution (with desiderata (“desired things”)) 5.Aims and objectives 6.Tasks and timetable WHAT?
  • 13. What's in a plan? 1.Context 2.Problem 3.Related work 4.Solution (with desiderata (“desired things”)) 5.Aims and objectives 6.Tasks and timetable WHY?
  • 14. What's in a plan? 1.Context 2.Problem 3.Related work 4.Solution (with desiderata (“desired things”)) 5.Aims and objectives 6.Tasks and timetable WHO?
  • 15. What's in a plan? 1.Context 2.Problem 3.Related work 4.Solution (with desiderata (“desired things”)) 5.Aims and objectives 6.Tasks and timetable HOW?
  • 16. What's in a plan? 1.Context 2.Problem 3.Related work 4.Solution (with desiderata (“desired things”)) 5.Aims and objectives 6.Tasks and timetable WHEN?
  • 17. Context  Background to your project  What's the problem?  Why is it interesting?  Set the scene, lay the foundations  Common mistake: jump straight in to technical details  Assume that the reader knows nothing
  • 18. Example - context “Puzzle games are a very common and popular form of entertainment. They require the user to manipulate regions of the game screen in order to obtain particular configurations, such as a filled region (Tetris) or identification of objects (Minesweeper).” Opening sentence - sets the scene
  • 19. Example - context “Although these games are easy to describe, they are often very complex in terms of the strategies needed to solve them. Because of this, they offer an ideal platform for testing automated solving techniques (the most obvious example being in the game of chess).” Bridge from background into your project
  • 20. Example - context “One example puzzle game is (name of game). This requires the user to (do things) in order to obtain a final board (looking like something) (Gamesoft, 2004). To date, no automated solution techniques have been applied to this game. In my project, I will apply (technique) to the solution of (game). What are you going to do? Bridge to next section
  • 21. Example - context “One example puzzle game is (name of game). This requires the user to (do things) in order to obtain a final board (looking like something). To date, no automated solution techniques have been applied to this game. In my project, I will apply (technique) to the solution of (game). What are you going to do? Bridge to next section PROBLEM
  • 22. Example - context “One example puzzle game is (name of game). This requires the user to (do things) in order to obtain a final board (looking like something). To date, no automated solution techniques have been applied to this game. In my project, I will apply (technique) to the solution of (game). What are you going to do? Bridge to next section SOLUTION
  • 23. Related work  Need to show that you have an understanding of what has already been done − So you demonstrate a sound grasp of what is involved − So that you don't reinvent the wheel − So that you acknowledge existing work  Doesn't have to be completely specific to your particular problem, but related
  • 24. Example - related work “Many automated solution techniques have been successfully applied to the solution of puzzle games. These include genetic algorithms (Goldberg 1994; Smith and Wesson, 2006), artificial neural networks (Bandar, 2005) and A- star search (Treeworthy, 2002). For an overall review of how AI-based techniques have been applied to games, see (Jones, 2006).” Shows you have searched the literature
  • 25. Referencing  Absolutely vital - shows awareness of literature, and prevents accusations of plagiarism  Insert “tag” in the main text, pointing to an entry in the reference list at the end of your document  “In (Amos and Harding, 2004), the authors show that...”  Amos, M. and Harding, P. (2004) Agent-based simulation of evacuations. Fire Safety 4(1), pp. 43-56.  Google “Harvard referencing style”
  • 26. Solution  How are you going to solve the problem? − What is your approach?  How will you measure success? − What is vital, and what would constitute a “bonus”?  Who are the stakeholders? − Who will participate?  What is your Plan B? − How will you manage risk?
  • 27. Approach - example  “In this project I will test the suitability of the genetic algorithm approach to the solution of the Zen Puzzle Garden. In order to do this, I will first write a Puzzle “engine”. This will then be used to test both genetic algorithm and exhaustive search methods. By running both methods on a large set of example gardens, I hope to obtain a rigourous quantitative analysis of these techniques.”
  • 28. Approach - example  “In this project I will test the suitability of the genetic algorithm approach to the solution of the Zen Puzzle Garden. In order to do this, I will first write a Puzzle “engine”. This will then be used to test both genetic algorithm and exhaustive search methods. By running both methods on a large set of example gardens, I hope to obtain a rigourous quantitative analysis of these techniques.” OVERALL APPROACH
  • 29. Approach - example  “In this project I will test the suitability of the genetic algorithm approach to the solution of the Zen Puzzle Garden. In order to do this, I will first write a Puzzle “engine”. This will then be used to test both genetic algorithm and exhaustive search methods. By running both methods on a large set of example gardens, I hope to obtain a rigourous quantitative analysis of these techniques.” MAIN WORK
  • 30. Approach - example  “In this project I will test the suitability of the genetic algorithm approach to the solution of the Zen Puzzle Garden. In order to do this, I will first write a Puzzle “engine”. This will then be used to test both genetic algorithm and exhaustive search methods. By running both methods on a large set of example gardens, I hope to obtain a rigourous quantitative analysis of these techniques.” RESULT
  • 31. Success  Don't set yourself up for failure!  Define a non-trivial set of functionality for your project  This is your “baseline”  Then define additional “bonus” features, which you will implement if time allows
  • 32. Stakeholders  Who else is involved?  Your supervisor, obviously  May have industrial partners, customers, etc.  Important factors − Make sure each person's contribution is absolutely clear − Make sure your project doesn't rely on anyone else
  • 33. Risk management  Always have a Plan B!  What happens if, after a few months, your project isn't working out as planned?  How will you manage this? − Try to anticipate possible problems − Describe alternatives
  • 34. Example - risk management “I plan to implement this system using a combination of XXX and YYY. However, I have limited experience of YYY, and am unfamiliar with how it might be combined with XXX. As a fallback position, the project may be implemented (with very limited loss of functionality) using ZZZ, with which I am very familiar, and have used successfully before in previous similar projects.”
  • 35. Aims and objectives  “Milestones” against which your project is measured  Aims - general statements about what you are trying to achieve  Objectives - more specific description of how the aims will be achieved
  • 36. A&O - example  Aims − A1: Gain understanding of AI techniques and games − A2: Carry out comparison of different AI techniques when applied to a new game − A3: Gain insight into non-trivial project development, management and documentation
  • 37. A&O - example  Objectives − O1: Review existing work on AI and games − O2: Design and implement game “engine” − O3: Implement exhaustive search algorithm − O4: Implement Genetic Algorithm, − O5: Perform numerical comparisons − O6: Document project analysis, design and results − O7: Ensure project is managed correctly
  • 38. Tasks and timetable  Important to ensure that you remain on schedule  Some milestones are fixed (ie. formal reports)  Others are more flexible  Project phases may overlap (but not by too much)  Try to have a significant amount of work done before Christmas
  • 39. Tasks and timetable  Break your project down into broad phases − Literature review − Analysis − Design − Implementation − Testing/user testing − Documentation  Break each phase down into specific tasks (start with your objectives, and maybe break these down further into sub-tasks)  Estimate how long each one will take (weeks)  Draw a GANTT chart to depict this graphically  Add milestones/deliverables