Product & People Management
Demo while you doc . . .
Program Management --Watermelon Sky, Inc.
As co-owner of Watermelon Sky, Inc., a consulting business that was an IBM Business Partner from 1996 -2006, Carolyn was responsible for:
Meeting clients, from Seagate to Hewlett-Packard, to scope out initial project tasks
Conducting follow-up Joint Application Design (JAD) sessions to define and advise stakeholders about what was possible. Known for ability to rapidly develop prototypes during sessions so that stakeholders could start to see what was possible as we defined it. A prototype is worth a thousand meetings. Lead the team to envision the product from the interface in, not the requirements out. With Notes, I could make prototypes quickly. With other systems, I prepped with a graphic designer, or came equipped with examples.
Implementing the project myself or with contracted talent, until the client was 100% happy.
Work included infrastructure design as well as apps such as Coastviews magazine online, GAP architecture, and many others I will link here.
Product Management / Prototyping / People Management
At Casahl I was the product manager for DART, a Sharepoint app. To develop this project, I created prototypes which I refined working with Microsoft sales. I also managed and trained new developers.
At Apple, I was the Lotus Notes Developer Mentor for the Apple I T department. I managed Apple's Lotus Notes servers and directed all application development, hiring contractor talent as well as working directly with Lotus experts. In addition, I presented at a conference on behalf of Apple.
NOTE: This page is under development. More examples and more refined screen shots on the way. Carolyn matrix-managed many projects over the span of her career. She acted as product manager and developer on many Domino apps projects and in a leadership role on doc projects, including training and mentoring new writers at npm and Unity. Please request access if you cannot view a file.
Problematic Text
Carolyn gave a Unity-wide presentation on problemmatic text, to explain why it matters, and how we found and changed it at Unity.