Using a standardised protocol to identify and record DQ errors means faster time-to-market for tracking DQ issues.
Identified issues are saved as a query in the system which matches an approved API. These queries are then run on a scheduled basis and recorded to the system for posterity. This allows us to identify new DQ issues. Issues not fixed since the last time the DQ check was run and the mean time to fix a specific instance of the error.
As this data is captured in a standard format, we can run system level reports that give a visual representation of the key metrics, allowing us to demonstrate to key stakeholders that DQ issues are being identifed and addressed in a pro-active manner.
The hardest part of DQ management is getting the correct query to isolate the issues and give the relevant context
Now you can take your rich query and strip it down to the data capture element for the API and the data enrichment to provide context and targets for notification.
Using the power of our component architecture, issues relating to the same business entity can re-use the data enrichment against multiple issues
One of the keys to efficient development is the DRY principle or Don't.Repeat.Yourself.
Project Overwatch achieves this by breaking down the capture, analysis and dissemination of DQ metrics into their component parts which can then be assembled back together as required.
With multiple schedules it can be hard to keep track of what ran and when
Overwatch provides a full historical breakdown of which DQ issues were run in a batch, how long the process took and how many records were created or updated. This meta-data can be used in it's own reporting basis to provide a holistic look at the system and identify trends or performance bottlenecks
Leveraging the power of linked servers and synonymns, data in remote databases can be mapped to synonyms so that all queries look like local tables. By avoiding long (4-part) table names and abstracting that information to the synonym, code can quickly be deployed between development environments and production without having to modify the script and invalidate QA testing and signoff
When generating emails into a test environment, the 'real' target audience can be overridden at email send time and emails dispatched to the development or QA team instead but still have visibilty as to who the correct recipients would be if it were a production environment
Keeping your email lists up to date by changing email addresses and names inside the code violates source code control principles and makes it difficult to deploy changes. Using a named distibution group (even for one user) and allowing Overwatch to substitute the group for the current active members means that mailing lists are manged through convention and database entries, rather than code changes so no need to be passed by QA or go through the Change Control Board.
See who is in a group at any one time, see which groups they are in and which emails they have been scheduled to receive as a result of their group membership