AGILE 1 PRACTICE GUIDE Flashcards

1
Q

This is a method used for managing projects and developing products that involves executing each of the four parts of the cycle iteratively throughout a project. Both Traditional and Agile Project Management use the iterative PDCA Cycle.

A

Plan-Do-Check-Act (PDCA)

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2
Q

An ordered list of user-centric requirements that a team maintains for a product.

A

BACKLOG

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3
Q

The net quantifiable benefit derived from a business endeavor. The benefit may be tangible, intangible, or both.

A

BUSINESS VALUE

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4
Q

A Project management approach that provides finished deliverables that the customer may be able to use immediately.

A

INCREMENTAL LYFE CYCLE

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5
Q

Project Management approach that allows feedback on partially completed or unfinished work to improve and modify the work.

A

ITERATIVE APPROACH

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6
Q

This method involves continuously improving and detailing a plan as more detailed and specific information and more accurate estimates become available. It allows a project management team to define work and manage it to a greater level of detail as the project evolves.

A

PROGRESSIVE ELABORATION

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7
Q

A regularly occurring workshop (usually at the end of sprint) in which participants explore their work and results in order to improve both process and product.

A

RETROSPECTIVE REVIEWS

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8
Q

This is an iterative planning technique in which the work to be accomplished in the near term is planned in detail, while the work in the future is planned at a higher level. Use both in Traditional and Agile P.M.

A

ROLLING WAVE PLANNING

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9
Q

A technique used for breaking larger sets of customer requirements into smaller pieces until they can be understood and implemented by the dev team. In Trdn - WBS. In Agile, high-level rqmnts are first broken down to Features, Epic Usr Stories, Detailed User Stories, Tasks.

A

DECOMPOSITION

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10
Q

A concept - every project team member should constantly be thinking about ways to not only improve the quality of the product being delivered but also the processes that are being used by the project team throughout the project.

A

CONTINUOUS IMPROVEMENT

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11
Q

A brief description of deliverable value for a specific user. It is a promise for a conversation to clarify details

A

USER STORY

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12
Q

Number of Average Stories or story points completed per iteration

A

VELOCITY

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13
Q

A term used in business and Information Technology to describe the in-depth process of capturing a customer’s expectations, preferences, and aversions.

A

VOICE OF THE CUSTOMER

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14
Q

A special area where your team can discuss your project and solve problems together without calls and emails.

A

WAR ROOM

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15
Q

Any unique and verifiable product, result, or capacity to perform a service that is required to be produced to complete a process, phase, or project

A

DELIVERABLE

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16
Q

A method used to create and evolve a product, service, or result during the project life cycle, such as predictive, iterative, incremental, adaptive, or hybrid method

A

DEVELOPMENT APPROACH

17
Q

A rhythm of activities conducted throughout the project

A

CADENCE

18
Q

A collection of logically related project activities that culminates in the completion of one or more deliverables

A

PROJECT PHASE

19
Q

The series of phases that a project passes through from its start to its completion

A

PROJECT LIFE CYCLE

20
Q

A method of collaboratively creating acceptance test criteria that are used to create acceptance tests before delivery begins.

A

ACCEPTANCE-TEST DRIVEN DEVELOPMENT (ATDD)

21
Q

The progressive elaboration of project requirements and/or the ongoing activity in which the team collaboratively reviews, updates, and writes requirements to satisfy the need of the customer requests.

A

BACKLOG REFINEMENT

22
Q

A system design and validation practice that uses test-first principles and English-like scripts.

A

BEHAVIOUR-DRIVEN DEVELOPMENT (BDD)

23
Q

A brief, daily collaboration meeting in which the team reviews progress from the previous day, declares intentions for the current day, and highlights the obstacles anticipated. Also known as Daily Standup.

A

DAILY SCRUM

24
Q

A team’s checklist of all the criteria required to be met so that a deliverable can be considered ready for customer use.

A

DEFINITION OF DONE (DoD)

25
Q

A visible, physical display that provided information to the rest of the organization enabling up-to-the-minute knowledge sharing without having to disturb the team.

A

INFORMATION RADIATOR

26
Q

A product quality technique whereby the design of a product is improved by enhancing its maintainability and other desired attributes without altering its expected behavior.

A

REFACTORING

27
Q

An organization structured in such a way that it only manages to contribute a subset of the aspects required for delivering value to customers. For contracts, see Value Stream.

A

SILOED ORGANIZATION

28
Q

The practice of attempting to solve problems by just using specific predefined methods, without challenging the methods in light of experience.

A

SINGLE LOOP LEARNING

29
Q

The practice of using a lightweight set of tests to ensure that the most important functions of the system under development work as intended.

A

SMOKE TESTING

30
Q

Describes a timeboxed iteration in Scrum

A

SPRINT