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the

Sirius’ Theorem
for CreativeProjectManagement

written by
marcDeGols
C O N T E N T S
v
PREFACE 5

INTRODUCTION 6

1. THE SIRIUS’ THEOREM 11


2. THE SIRIUS’ MODEL 12
3. THE VERTEXES 15
3.1 DEFINITIONS
3.2 HIERARCHY
3.3 CORRELATIONS
3.3.1 The Hierarchical Correlation
3.3.2 The Threesome Correlation
3.4 CORRELATIONS ANALYZED
3.4.1 The Hierarchical Correlation
3.4.2 The Threesome Correlation
4. THE DIRECTIONS 21
5. THE FLOWS 23
6. THE POINTS 25
6.1 STRATEGY
6.2 MANEUVERING
6.3 PROACTIVE
6.4 PLANNING
6.5 VARIATIONS
6.6 FORMATIONS
6.7 ESTIMATIONS
6.8 PLAYTIME
7. THE ASPECTS 39
7.1 IMAGE BUILDING
7.2 PRODUCTION
7.3 LOGISTICS
7.4 MARKETING
7.5 ADMINISTRATION & FINANCE
7.6 COMMUNICATION

8. FINAL THOUGHTS 47
v
P R E F A C E

Ten years of experiences in the creative sector revealed


that an efficient tool for CreativeProjectManagement is
needed. Based on my successes, but more on my defeats,
I wrote the Sirius’ Theorem.
If failures and false starts are a precondition of success,
I can assure you that the Sirius’ Theorem for Creative-
ProjectManagement will become the best method for
making a success of every creative project.
Opera singer
1960-1970 Beverly Sills said: “There are no short cuts to any place
worth going.” For every project you work on, if it’s a big
one or a small one, you should always prepare yourself for
the unprepared. You should, every time and all the time,
take into account several constant factors when you’re
choosing the best way to succeed.

Maybe you will lose yourself in the Sirius’ Theorem. But


don’t we have to get lost, if we want to find a new route?

I wish you success.

marcDeGols
Interior Architect
vINTRODUCTION

5
I N T R O D U C T I O N

Sirius (Alpha CMa / Alpha Canis Majoris) is the brightest


star in the night-time sky. The name of this star comes
from the Latin Sirius, from Greek (Seirios, «glowing» or
«scorcher»). During the Middle Kingdom the Egyptians
based their calendar on the heliacal rising of Sirius.

Theorem is a proposition that has been or is to be


proved on the basis of explicit assumptions. A key
property of theorems is that they possess proofs , not
merely that they are true. In order to produce a theorem it
is necessary to demonstrate the existence of a proof of the
theorem’s statement. Only one proof is required to
establish a theorem.

CreativeProjectManagement is achieving your


objectives for the creative sector trough several constant
factors, taken into account when you were choosing the
best way to succeed, when you’re seeking the best method
to multiply your success(es) or trying to go for bigger
success(es).

The Sirius’ Theorem for CreativeProjectManagement


was written in the first place for the Creative and Design
industry, for design firms, ad agencies, in-house Creative
MarCom departments, and creative service firms.
Nevertheless a creative person (That hasn’t necessarily
something to do with the arts) can use Sirius’ Theorem
for other business branches. Creativity is imagination and
imagination is for everyone.

The Sirius’ Theorem is a simplified method for Creative-


ProjectManagement, a process by which a task is
completed. This doesn’t mean that it makes Project
Management a breeze. It is a guideline and checklist that
will help you to be more efficient on the job and to get
faster results.

The Sirius’ Theorem is based on the oldest and most


elementary branch of mathematics: Arithmetic or
arithmetics (Used by almost everyone, for tasks ranging

6
from simple daily counting to advanced science and
business calculations). But it wouldn’t be CreativeProject-
Management if there were no opinions, based upon
subjective feelings or intuition (Not only upon observation
or reasoning), resulting in a new business model.

The Sirius’ Theorem is invaluable for everyone who


aspires to succeed. But never forget that the greatest
asset to success is the vision you have of where you want
to go or who you want to be, regardless the fact if it can
be done or not (Just do it. If you don’t do it, it doesn’t
exist).
The Sirius’ Theorem for CreativeProjectManagement
vv

7
Sirius is the brightest star in our sky after the Sun
Sirius is The Star of CreativeProjectManagement
1. THE SIRIUS’ THEOREM

Sirius = A Cma

6
Sirius’ Theorem: A Cma = ∑ k

k=1

Sirius is equal to the sum over k to the power of infinity


from k to 1 of 6.

k represents the index of summation; 1 is the lower bound
of summation, and 6 is the upper bound of summation. k
to the power of infinity is the term.

∑ k

= 1∞+ 2∞+ 3∞+ 4∞+ 5∞+ 6∞ = 21∞

k=1

21∞ => Success∞

21 to the power of infinity implies Success to the power of


infinity, means if 21 to the power of infinity is true then
Success to the power of infinity also true; if 21 to the
power of infinity is false then nothing is said about Success
to the power of infinity.
D E F I N I T I O N

The Sirius’ Theorem says that for every CreativeProject-


Management, the sum over k∞ from k to 1 of 6
is equal to 21∞.
If 21∞ is true then Success∞ is also true;
if 21∞ is false then nothing is said about Success∞.

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SUMMATION6

SIRIUS’THEOREM v A Cma = ∑ k

v
k=1

12
v 2. THE SIRIUS’ MODEL

The Sirius’ Model proofs the theorem’s statement and it


is the practical tool of the Sirius’ Theorem. It provides a
compact set of principles essential for achieving all
creative objectives with as most important known fact the
3. - p15-21 Sirius’ six Vertexes: Soul (1), Illumination (2), RealTime
(3), Incursion (4), Unity (5) and Summation (6)
2. - p13-§2 (= SIRIUS). Each vertex has its Pyramid. Each of them
7. - p39-45 contains an important Aspect of Project Management:
Image Building (I), Production (II), Logistics (III),
Marketing (IV), Administration & Finance (V) and
Communication (VI). The sides of the Vertexes’ pyramids
6. - p25-39 intersect with six Points (A to F), forming the structural
base of the model. The Points: Strategy (A),
Maneuvering (B), Proactive (C), Planning (D), Variations
(E) and Formation (F), are voyaging between these
intersections, depending of the actions taken by the
CreativeProjectManager. He will be successful by
maintaining a continuous and equal interaction between
the Vertexes and the Points, supported by the content of
4. - p21 the Aspects. He must always respect the Directions
3. - p23-25 (aa’ to ee’) and their Flows (Confidence & Imagination,
Knowledge & Technical, Experience & Perception, Control &
Talent, Placement & Wisdom) that define the hierarchy and
the correlation of the Vertexes.

The Sirius’ model is made of two triangles. The first


triangle is the creative one (Soul-Illumination-RealTime).
It works from the top (Soul) to the base (Illumination-
RealTime). The second triangle is the commercial one
(Incursion-Unity-Summation), turned upside down.
It works from the base (Incursion-Unity) to the top
(Summation). This composition of the Sirius’ Model makes
that the creative and the commercial subjects are mingled,
intersected, mixed, superposed…. This special relationship
between those subjects is a new approach for Project
Management and is the main reason of the success of
v the Sirius’ Theorem for CreativeProjectManagement.

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INCURSION4 Image Building UNITY5
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cc’ IV Strategy Formation • dd’

Marketing
V
Administration
& Finance

B • Maneuvering Variations
•E
aa’ II
Production III

• •D
Planning
Logistics
Proactive

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SUMMATION6
3. THE SIRIUS’ VERTEXES

The Sirius’ Vertexes: Soul (1), Illumination (2), RealTime


(3), Incursion (4), Unity (5) and Summation (6), are the
most important terms of the Sirius’ Theorem.
3. - p17-21 Respect for the hierarchy & the correlation of the
Vertexes will make this model work.

3.1 DEFINTIONS

1- SOUL: A soul is unique for each idea and exists before


his materialization.
Ideas have a soul and this soul has to find his way
to reality. (Conceptualization)

2- ILLUMINATION: Creative enlightenment adds contrast


and makes the images of the soul become alive.
Illumination materializes the ideas and alights their
possible defaults. (Creation)

3- REALTIME: The actual time in which an object or a


concept is brought to life.
RealTime is the time required for a human to give
shape to an object or an idea. (Prototype)

4- INCURSION: The act of entering the commercial


territory.
Incursion is an invasion by our RealTime object(s)
or concept(s), with good leadership and great
strategy. (Sales)

5- UNITY: An ordering of elements in a model so that each


contributes to a strong profit situation.
Unity is the state of being lucrative. (Money)

6- SUMMATION: Addition of a set of number formats


belonging to a model.
Success is the multiple of Summation.
(Winning formula)

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•E
aa’ II
Production III

• •D
Planning
Logistics
Proactive

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SUMMATION6
3.2 HIERARCHY

Five Directions with their Flows define the hierarchy of the


model’s Vertexes.

VERTEXES DIRECTIONS FLOWS


Respect for the hiera²rchy & the correlation
of the Vertexes will make this model work

1- SOUL aa’ Confidence &


Imagination
2- ILLUMINATION bb’ Knowledge &
Technical
3- REALTIME cc’ Experience &
Perception
4- INCURSION dd’ Control & Talent

5- UNITY ee’ Placement &
Wisdom
6- SUMMATION - -

3.3 CORRELATIONS

Each Vertex is linked to another Vertex in one specific


4. - p21 Direction (Excepted Summation that is just a linked one).
This is the Hierarchical Correlation.
These five couples are each in correlation with their own
3. - p15 Vertex (Excepted the Hierarchical Correlation RealTime &
Incursion). This is called the Threesome Correlation.

3.3.1 THE HIERARCHICAL CORRELATION


- Soul & Illumination
- Illumination & RealTime
- RealTime & Incursion
- Incursion & Unity
3. THE SIRIUS’ VERTEXES

- Unity & Summation

3.3.2 THE THREESOME CORRELATION


- Soul & Illumination with Incursion
- Illumination & RealTime with Summation
- RealTime & Incursion
- Incursion & Unity with Soul
- Unity & Summation with RealTime

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& Finance

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Production III

• •D
Planning
Logistics
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SUMMATION6
3.4 CORRELATIONS ANALYZED

3.4.1 THE HIERARCHICAL CORRELATION


Each Vertex is linked to another Vertex in one specific
Direction (Excepted Summation that is just a linked
one).
v

- Soul & Illumination: From conceptualization to creation.


3. - p15 In this stadium we give shape & form or content & image
to our ideas.

- Illumination & RealTime: From creation to prototype.


In this stadium we make from our first creation a model
or presentation with the purpose to be sold later on.

- RealTime & Incursion: From prototype to sales.


In this stadium we made from our model or presentation
a final version (Or a first production) that is ready to be
sold.

- Incursion & Unity: From sales to money.


In this stadium we’re carrying out a sales-strategy with
the only purpose to make profit.

- Unity & Summation: From money to winning formula.


In this stadium we are making profit and we’re carrying
out our strategy for multiplying our successful way of
working or for making formats of our winning ideas. Our
purpose is to make more profit and to use this success to
promote our activities, sell our company, to make a
stronger reputation….

3.4.2 THE THREESOME CORRELATION


In a Threesome Correlation the three Vertexes are
3. THE SIRIUS’ VERTEXES

connected.

- Soul & Illumination with Incursion: A good idea (Soul)


can be worth a lot. When you have an idea, first take
into account if it’s commercial feasible (Incursion) before
you make a first model or presentation (Illumination).

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SUMMATION6
v - Illumination & RealTime with Summation: When making
3. - p15 a prototype or defining a concept first take into account if
you could use (Summation) this prototype, concept,
technical aspects or methods (Illumination & RealTime)
several times for several different objectives.

- RealTime & Incursion: RealTime closes the Creative


Triangle and makes the transition to the Commercial
Triangle (Incursion). This is the first check point of the
Points (Strategy, Formation, Maneuvering, Proactive,
Planning and Variations).

- Incursion & Unity with Soul: When you’re carrying out


the sales-strategy (Incursion) and calculating your profit
(Unity), you have always to keep in mind the real soul of
the idea (Soul). Stick to your ideals, to your norms and
3.4.2 THE THREESOME CORRELATION

to your beliefs. A consistent way of working is always


advantageous.
3.4 CORRELATIONS ANALYZED
3. THE SIRIUS’ VERTEXES

- Unity & Summation with RealTime: In this stadium we


are making profit (Unity) and we’re carrying out our
strategy for multiplying our successful way of working
or for making formats of our winning ideas (Summation).
This multiplying has to be a model, a formula, a kind of
prototype (Realtime) understood by everyone (of your
team, your clients company…). If you can multiply your
success by people working the same way you do, the
profit will also be multiplied.

4. THE DIRECTIONS

A Direction is the distance relationship between two


Vertexes that specifies the direction of either with respect
to the other.

3.4 - p19 VERTEXES DIRECTIONS


- Soul to Illumination aa’
- Illumination to RealTime bb’
- RealTime to Incurs cc’
- Incursion to Unity dd’
- Unity to Summation ee’

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& Finance

B • Maneuvering Variations
•E
aa’ II
Production III

• •D
Planning
Logistics
Proactive

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SUMMATION6
5. THE FLOWS

3.4 - p19 A flow is the action of moving along a defined Direction.

FLOWS DIRECTIONS
- Confidence & Imagination aa’
- Knowledge & Technical bb’
- Experience & Perception cc’
- Control & Talent dd’
- Placement & Wisdom ee’

- Confidence & Imagination: You must aim beyond your


capabilities. It will bring you further than you ever
imagined. It will boost your confidence and will let your
imagination imagine the unthinkable. Never forget that
your greatest asset is the vision you have of where or
who you want to be, regardless the fact if it can be done
or not (Just do it. If you don’t do it, it doesn’t exist).

- Knowledge & Technical: Knowledge is the information


that you acquired through learning or experience. You
don’t need years of experience or studies to acquire
knowledge. You need first of all passion and
perseverance. If you have them, than nothing is
impossible.
Your technical baggage is more a matter of what you
read and whom you know. Technical baggage is useless if
you don’t know where to find, develop and apply it.

- Experience & Perception: The standard meaning of


experience is not an assurance for being successful on
the job. You have to force yourself to think out of the
box, again and again. This perpetual exercise leads to
real Experience. It’s the sum of the things that you add
from your own interpretation of the Flows to make it
really work. Practicing a defined job for many years is not
defined as Experience but usually as practice, a routine.
Perception is gathering information from your
environment and trying to make something meaningful
out of it. Perception is a result of the perpetual exercising
for gathering Experience and it makes the exercise more
efficient. Experience and perception give you the
possibility to differ from the others. Think different.

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SUMMATION6
- Control & Talent: You must control the Vertexes and
the Flows of the Creative Triangle (Soul, Illumination and
RealTime) and the Points, before you could sell your
ideas. Control means to be always focused on your
goal(s) while trying to score for you client, employer….
Talent is in the first place the ability to turn your skill(s)
into an efficient tool. Once you’re able to do that, you
can sell your talent(s).

- Placement & Wisdom: Placement is the act or process


of placing or positioning something. In fact it is the art
or talent to find the niche on the market or the perfect
5. THE FLOWS

mainstream to sell your ideas or/and products.


Wisdom is the ability, developed through experience and
perception, to discern truth and exercise good judgment
that result in a profit situation and leads to the winning
formula.

6. THE POINTS

The Points: Strategy (A), Maneuvering (B), Proactive


(C), Planning (D), Variations (E) and Formation (F),
are the constant factors, taken into account when you
choose the best way to succeed. It’s up to the
CreativeProjectManager to decide when and how he’s
going to apply all these Points. He has to become a great
strategist and he has to establish his own theories and
practice (based on the Sirius’ Theorem).

We consider “competition”, “client”, “employer” and


“ourselves“ as the parties that we have to take into
account by developing the Points, sometimes as enemy
and sometimes as brother-in-arms. The CreativeProject-
Manager has to give them the perfect role in the chapters
of his play.

6.1 STRATEGY
You have to be prepared for the competition and you have
to anticipate their moves. Don’t fight the competition!
It takes a lot of energy and costs a lot of money.

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B • Maneuvering Variations
•E
aa’ II
Production III

• •D
Planning
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SUMMATION6
Maybe you will win some attention, but at the end it’s the
competition that will be the beneficiary. You could loose
your reputation and it won’t win sales.
The best plan to win is to use your brain to defeat the
competition by strategy.

The art of strategy


- Win without a direct confrontation with the competition
(It’s always better that they can’t put a face on a
winning strategy and it avoids unpleasant
situations toward the client and/or employer).
- It’ s better to win by abandon of the competition.

The scheme
- The best way to win is by strategy.
- Diplomacy is very important, otherwise find creative
solutions.
- Fight in different areas to win (Price, presentation,
service…).

Offensive plan
- Know the competitions and clients weaknesses before
carrying out your plan.
- Surround your client from all sides. Now you can react
onto every move of the competition or changing moves
from the client or his surrounding.
- If the competition is superior, prepare for defense
(Focus on his weaknesses and your strengths). Avoid at
any time direct confrontation.
- If you’re stronger: Surround, overpower and make your
6.1 THE STRATEGY

move(s).
- Know when to make your move(s) and know when not
to move.
- Wait in anticipation for the unprepared.
- Know at any time the weaknesses and strengths of all
parties.
6. THE POINTS

6.2 MANEUVERING
You must be flexible and prepared to the changing
conditions of a situation.

- Learn to turn all adversities to your advantage.


- Get to the place where the action takes place first.

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aa’ II
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• •D
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SUMMATION6
- Use your talent and experience to find the shortcuts
and score your goals.
- What is advantageous can also be disadvantageous.
Be prepared.

Advantages and Disadvantages:


- Never enter in alliance without knowledge of their real
plans and strategy.
- Never make your moves if your not familiar with the
clients environment.
Be prepared. If you’re not familiar and you are obliged
6.2 MANEUVERING

to make a move, try to confuse the client and


competition by being deceptive and versatile. It will
give you the time to adapt your strategy.
- Be able to re(act) at the right moment.
- Maneuver effectively with the changing conditions of
the situation.

6.3 PROACTIVE
Be prepared for the unprepared.

- You may have the strategy to win, but you can’t be sure
of victory. That’s why it’s important to be prepared.
- If you think you can win, you should be on the
offensive.
- If you’re not sure to win, you should be on the
defensive.
- If you are well prepared, you will win when you move
at the right moment.
- If you want to win, you must first create opportunities
by planning and by working out a strategy.

6.4 PLANNING
A good tactician ensures the safety of his project and tries
to turn the competitions strength into his by advantage.

- Time is money. You have to compare profit previsions


with the time (to be) invested.
6. THE POINTS

- Avoid long procedures (Commercial, creative,…). They


are bad for the moral, they cost money to you or/and
your client or/and your employer. Finally you will lose
your advantages and the chance that the competition

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aa’ II
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• •D
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SUMMATION6
will win or that your client or employer will fire you
increases.
- Act for quick results: Take initiative.
- Make the first move to prevent the others to take
initiative.
- Use baits to attract the client to the position where you
want him to be.
- When your client is at ease, agitate him softly.
- When the competition is still, move them so that they
have to adapt their strategy.
- Use your competitions resources and weaknesses:
- Confuse the competition, so that they can’t make the
moves they want.
- Divide the competitions attention on several subjects.
While you’re concentrating on one subject.
- Avoid the powerful and confront the weak.
6.4 THE PLANNING

- Divide the competition at the right time and place.


- There are no fixed rules for commercial operations, but
stick to the moral law (The moral law is based on the
premise that there is such a thing as right and wrong,
and there are some things that you «ought» to do, and
some things that you «ought not» to do).

6.5 VARIATIONS
You should foresee variations into your strategy.
To prepare different plans for the same situation, can
make a disadvantageous situation turns into your
advantage.

Situation plans
- Never react immediately when the competition gained
the advantage. Reconsider your strategy first and react
there where he you’re not expected.
- In a very difficult situation, scheme to get out without
loss of money and reputation.
- In a desperate situation, do something complete diffe
rent than used to and confront the competition by
playing a psychological game. No matter in what
6. THE POINTS

situation you are, never forget the moral law. Never


forget your reputation, that of your client or your
employer.

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SUMMATION6
Fighting from within
- Make your moves on sides of your client or competition
that are unprotected.
- Move in directions that are unexpected toward or away
the direction of the client or competition.
- Try to disturb the communication between the client
and the competition.

Entice the competition


- If there is a direct confrontation behave like a friendly,
inexperienced person to trick the competition into
complacency (Self-satisfaction), then surprise him to
defeat him.
6.5 VARIATIONS

Move to advantage
- Don’t move if there is no gain.
- Go for a direct confrontation with the competition if the
situation is desperate.

6.6 FORMATION
If you’re working on a little project or a very big one, it’s
all a matter of organization and communication.

Creative power
- If you’re capable to surprise, you will win.
- Taking initiative and be prepared are the basics of
victory.

Readiness
- Sudden creative power.
- Perfect timing.
- Opportune moment.
These elements will make you victorious.

Movement
- You need good maneuvering to secure victory.
- An unstoppable creative power is the result of good
6. THE POINTS

maneuvering.

Apart from the six Points that have to be taken into


account at any time of the project, you need to make a
careful estimation to predict the outcomes and you
need to be a master in playtime.

33
SOUL1
CONFIDENCE & IMAGINATION

I
INCURSION4 Image Building UNITY5
A F

CONTROL & TALENT PLACEMENT & WISDOM

cc’ IV Strategy Formation • dd’

Marketing
V
Administration
& Finance

B • Maneuvering Variations
•E
aa’ II
Production III

• •D
Planning
Logistics
Proactive

C VI
bb’
ILLUMINATION2 Communication
REALTIME3
KNOWLEDGE & TECHNICAL EXPERIENCE & PERCEPTION


ee’

SUMMATION6
The six Points are voyaging between the intersections
with the Vertexes while the two extra points are swinging
6.6 between the six Points.

6.7 ESTIMATIONS
Several aspects are to be considered in this study:

Moral law
Be always in complete accord with your own values and
with those of your employer or client.

Nature
Be acclimatized to all situation there may occur:
Victory/defeat, profit/loss, foreseen/unforeseen….

Situation
Be aware of your surrounding and of the moves you
make: - Prepare and notice shortcuts.
- Is it a great opportunity or not?
- Is the victory or defeat close?
- Is it a comfortable or uncomfortable
situation?
- Do I move to fast or to slow?
- Are there obstacles to be foreseen?
-…

Leadership
Courage, wisdom, confidence and firmness are some of
the qualities needed for being an outstanding
CreativeProjectManager. Some qualities you have, other
you haven’t. Compensate if necessary and find the
balance between your qualities.

Discipline
Be severe for yourself and the people working with you.
It’s always better if there is a system of reward and
punishment, installed by the employer, the client or by
you for you.
6. THE POINTS

Forecasting
- With whom lie the advantages?
- On which side is discipline most enforced?

35
SOUL1
CONFIDENCE & IMAGINATION

I
INCURSION4 Image Building UNITY5
A F

CONTROL & TALENT PLACEMENT & WISDOM

cc’ IV Strategy Formation • dd’

Marketing
V
Administration
& Finance

B • Maneuvering Variations
•E
aa’ II
Production III

• •D
Planning
Logistics
Proactive

C VI
bb’
ILLUMINATION2 Communication
REALTIME3
KNOWLEDGE & TECHNICAL EXPERIENCE & PERCEPTION


ee’

SUMMATION6
- Which side is more highly trained? (Experiences,
formations, resources…)
- On which side is there a greater constancy in victory?

Deception
- The capable must pretend to be incapable toward the
competition.
- If you’re incapable, pretend to be capable toward the
client, the employer and the competition. It will give
you time to reconsider your strategy. Have always
in mind that if you abandon, do it without loss of
money and reputation.
- Appear inactive when the competition wants to activate
his plans. It puts you in a position to anticipate or
surprise.
- Work on a closer target when pretending to be looking
for a further objective.
- When looking for a further objective, pretend to work
on a close target.

Exploitation
- Hold out bait to entice the client and the competition.
You should feign disorder and beat him.
- If the competition is secure at all points, be prepared
for him. If he is superior, avoid direct confrontation.
- Pretend to be weak so that arrogance can grow on the
competitions side.
- If the competition or the client seeks contact without
sharing useful information, it shows he’s arbor a plot.
- If the client and the competition are united, try to
6.7 ESTIMATIONS

separate them in a clever way or disturb their


communication.
- Approach the competition or the client where he is
unprepared, appear where you are not expected.
- It’s better to be good prepared, than to hope the
competition will not move.
6. THE POINTS

strategy maneuvering proactive


planning variations formation

37
SOUL1
CONFIDENCE & IMAGINATION

I
INCURSION4 Image Building UNITY5
A F

CONTROL & TALENT PLACEMENT & WISDOM

cc’ IV Strategy Formation • dd’

Marketing
V
Administration
& Finance

B • Maneuvering Variations
•E
aa’ II
Production III

• •D
Planning
Logistics
Proactive

C VI
bb’
ILLUMINATION2 Communication
REALTIME3
KNOWLEDGE & TECHNICAL EXPERIENCE & PERCEPTION


ee’

SUMMATION6
6.8 PLAYTIME
Try to play on the emotional side of the client or the
competition.

The purpose is to take the advantage of a situation.


- When he is reckless it’s easy to win.
- When he is afraid it’s easy to overwhelm him.
- When he is angry it’s easy to provoke him.
- When he is sensitive it’s easy to affront him.
- When he is emotional it’s easy to worry him.
- When he is impatient it’s easy to humiliate him.
6. THE POINTS

- You should always be diplomatic.


- You should always act by the moral law.
- You should always try to avoid direct confrontation
with the competition.

7. THE ASPECTS

The Aspects of the Sirius’ Theorem are: Image Building
(I), Production (II), Logistics (III), Marketing (IV),
Administration & Finance (V) and Communication (VI).
The Aspects are distinct elements in a project.
The CreativeProjectManager must know the principles of
each Aspect and be conscious in what way they are or
could be valuable for his project. Experience, education,
the project characteristics, the client and other factors will
tell you if you need to elaborate the Aspects and how far
you should go in it.

For the explanation of each Aspect, I’ve reduced them to


an overview and used the standard terms, plans and
definitions of the management environment.
1. - p11 They are not making The Sirius’ Theorem and they are
not defined by the theorem.

7.1 IMAGE BUILDING


Image building (Or company image) is an intangible item
(You can’t touch it or feel it), but it’s as important, if not
more so, than the raw materials fashioned into a tangible
product, machinery used to make products or a product
inventory. To get started on creating a company image,

39
SOUL1
CONFIDENCE & IMAGINATION

I
INCURSION4 Image Building UNITY5
A F

CONTROL & TALENT PLACEMENT & WISDOM

cc’ IV Strategy Formation • dd’

Marketing
V
Administration
& Finance

B • Maneuvering Variations
•E
aa’ II
Production III

• •D
Planning
Logistics
Proactive

C VI
bb’
ILLUMINATION2 Communication
REALTIME3
KNOWLEDGE & TECHNICAL EXPERIENCE & PERCEPTION


ee’

SUMMATION6
analyze how a company and its products are the same and
different from the competition. It’s also important to view
a company from the perspective of the customers and
prospects. Based on the feedback, develop a plan for a
company image through all the communication efforts.
Consider these items when establishing or changing a
7.1 IMAGE BUILDING

company image:
- Marketing Communications.
- Pricing Strategy.
- Sales Strategy.
- Customer Service.
- Publicity.
- Promotions.

7.2 PRODUCTION
it’s a complex process that ensures that materials,
equipment and human resources are available to complete
the work.

Advantages of an effective production plan and


scheduling:
- Reduces work by eliminating wasted time and
improving process flow reduces inventory costs by
reducing the need for safety stocks and excessive
work-in-process inventories.
- Optimizes equipment usage and maximizes capacity.
- Utilizes human resources to their full potential.
- Improves on-time deliveries of products and services.

Key factors of a production plan:


- Forecast market expectations.
- Inventory control.
- Availability of equipment and human resources.
- Standardized steps and time.
- Risk factors.

Consider change.
7. THE ASPECTS

One of the many challenges of production planning and


scheduling is following up with changes to orders.

41
SOUL1
CONFIDENCE & IMAGINATION

I
INCURSION4 Image Building UNITY5
A F

CONTROL & TALENT PLACEMENT & WISDOM

cc’ IV Strategy Formation • dd’

Marketing
V
Administration
& Finance

B • Maneuvering Variations
•E
aa’ II
Production III

• •D
Planning
Logistics
Proactive

C VI
bb’
ILLUMINATION2 Communication
REALTIME3
KNOWLEDGE & TECHNICAL EXPERIENCE & PERCEPTION


ee’

SUMMATION6
7.3 LOGISTICS
Logistics is defined as a business-planning framework for
the management of material, service, information and
capital flows. It includes the increasingly complex
information, communication and control systems required
in today’s business environment.

Accomplish key objectives with following solutions:


- Manage transportation spending & costs.
- Reduce cycle times.
- Increase asset utilization.
- Efficiently schedule operations.
- Manage corporate growth strategies.
- Improve corporate competitiveness.
- Deliver excellent service.

7.4 MARKETING
marketing plan is a written document that details the
actions necessary to achieve a specified marketing
objective(s). It can be for a product or service, a brand
or a product line.

A typical marketing plan is based on:


- Where are we now?
- Where do we want to go?
- How can we go there?
- How can we control it?

The contents of a very basic marketing plan are:


- Executive Summary.
- Situational Analysis.
- Opportunities / Issue Analysis - SWOT Analysis.
- Objectives.
- Strategy.
- Action Program.
- Financial Forecast.
- Controls.
7. THE ASPECTS

7.5 ADMINISTRATION AND FINANCE


Without an efficient Administrative and Financial structure
there is no success.
Commitment is one of the most important aspects for that
structure.

43
SOUL1
CONFIDENCE & IMAGINATION

I
INCURSION4 Image Building UNITY5
A F

CONTROL & TALENT PLACEMENT & WISDOM

cc’ IV Strategy Formation • dd’

Marketing
V
Administration
& Finance

B • Maneuvering Variations
•E
aa’ II
Production III

• •D
Planning
Logistics
Proactive

C VI
bb’
ILLUMINATION2 Communication
REALTIME3
KNOWLEDGE & TECHNICAL EXPERIENCE & PERCEPTION


ee’

SUMMATION6
All employees of Administration and Finance should
demonstrate a commitment:
- To support the vision and mission of the company.
- To provide excellent customer service through team
work, continuous improvement, and a spirit of
7.5 administration and fiannce

innovation.
- To treat clients and colleagues with respect.
- To develop employee skill to the fullest potential.
- To aspire to excellence both personally and
professionally.
- To conduct the duties with integrity, accountability and
dignity.
- To utilize sound business practices and customer
friendly administrative processes.
- To provide access to information that assists
employees or colleagues in successfully performing
their jobs.

7.6 COMMUNICATION
Using a plan to guide your organization’s communications
efforts to target its diverse audiences will result in more
clear, coordinated, memorable, and effective messaging.
To develop a strategic communication plan
you need to:
- Determine goal(s).
- Identify target audiences.
- Finalize key messages.
- Determine strategies.
- Determine activities.
- Determine evaluation mechanisms.
7. THE ASPECTS

45
VERTEXES 3. - p15-21

SOUL 1
ILLUMINATION 2
REALTIME 3
INCURSION 4
UNITY 5
SUMMATION 6

DIRECTIONS 4. - p21
aa’
bb’
cc’
dd’
ee’

FLOWS 3. - p23-25

Confidence & Imagination <


Knowledge & Technical <
Experience & Perception <
Control & Talent <
Placement & Wisdom <

POINTS 6. - p25-39

Strategy A
Maneuvering B
Proactive C
Planning D
Variations E
Formation F

ASPECTS 7. - p39-45

Image Building I
Production II
Logistics III
Marketing IV
Administration & Finance V
Communication VI

46
8. FINAL THOUGHTS

For every project you work on, if it’s a big one or a small
one, you should always prepare yourself for the
unprepared. You should, every time and all the time, taken
into account all the points mentioned in the Sirius’ Model.

1. - p11 The Sirius’ Theorem showed you that it’s a simplified


method for CreativeProjectManagement. It’s a guideline
1. - p12 and checklist that will help you to be more efficient on
the job and to get faster results. But you will have to work
very hard for every project, to make it a success.

James Corbett
To become a champion, fight one more round.

c 2007 - marcDeGols

47

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