Chapter 5 Flashcards

(38 cards)

1
Q

Acceptance Test-Driven Development (ATDD)

A

Testing approach that considers the perspective of the customers, developers, and testers. The test is written before the coding, and then the developers create code to pass the known test.

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2
Q

AgilePM

A

Project management framework developed as a subset of the Dynamic Systems Development Method (DSDM) and designed to provide a more focused approach to agile project management. AgilePM is based on the principles of DSDM, but it has been streamlined to provide a more accessible and practical approach to agile project management. It also provides more specific guidance on project management practices, such as risk management, planning, and governance.

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3
Q

Behavior-Driven Development (BDD)

A

Based on acceptance test-driven development but uses the Five Whys approach to really understand why a feature is to be included in the product. The Five Whys approach asks the question “why?” several times. Each question leads to another question, forming a chain of cause-and-effect that gradually gets closer to the root cause.

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4
Q

Burndown Chart

A

A downward-trending chart that shows the number of user story points in the product backlog in relation to how many user stories the team can create in each iteration. As more iterations happen and the team completes the user stories, a downward-trending line shows fewer and fewer user stories remaining in the backlog, and this reveals a trend for velocity and expectations about when the project can realistically complete all the user stories.

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5
Q

Burnup Chart

A

An upward-trending chart that shows the number of user story points in the product backlog in relation to how many user stories the team is able to create in each iteration. As more iterations happen and the team completes the user stories, an upward-trending line shows the accumulation of user stories accomplished and the remaining story points in the backlog. This chart also reveals a trend for velocity and expectations about when the project can realistically complete all the user stories.

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6
Q

Continuous Integration (CI)

A

A software development practice in which team members frequently integrate their work with the main codebase, usually multiple times a day. The goal of CI is to reduce integration problems by detecting and resolving integration issues as soon as possible.

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7
Q

Cumulative Flow Diagram

A

A stacked chart that shows the total number of items in each phase of the project, such as the backlog, development, testing, and release. This chart can be used to identify too many items in work in progress (WIP) and bottlenecks in the project.

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8
Q

Daily Scrum

A

A short and focused meeting held by the scrum team every day. The purpose of the daily scrum is to facilitate communication and coordination among team members, ensuring that everyone is aware of the progress made and the challenges faced in achieving the sprint goal.

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9
Q

Development Team

A

The team that is responsible for sizing the requirements of the product backlog and getting work done in each sprint. The development team is self-organizing, self-led, and its members are called generalizing specialists because they can often do more than one function on the team. An ideal scrum team has no fewer than five people and no more than eleven people.

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10
Q

Dynamic Systems Development Method (DSDM)

A

One of the predecessors of today’s agile project management, relies on a business case to show value and a feasibility study to determine if the development team could create the architecture and requirements the customer identified. DSDM provides more structure than rapid application development (RAD), utilizes iterations, and is a great approach when working with vendors as part of your agile project. DSDM also offers a unique approach as it can be blended with Scrum, PRINCE2, and other project management approaches.

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11
Q

Feature/Function

A

A distinct capability or behavior of a software system that provides value to the user or customer. A feature or function can be thought of as a specific requirement or piece of functionality that the software system is expected to provide.

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12
Q

Feature-Driven Development (FDD)

A

An iterative approach to software development that bases its progress on the clients’ values of features the software will provide. FDD is an agile approach that utilizes a product backlog to complete the project work but follows a more rigid approach to agile project management than other approaches.

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13
Q

Iteration

A

A document that records and tracks any challenges or problems that occur in a project. Helps PMs and teams to assign, report, communicate and resolve issues quickly and effectively. May include information such as the issue identifier, description, type, impact, status and resolution.

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14
Q

Iteration Backlog

A

A collection of work items that a team plans to complete during an iteration, which can be a timeboxed period of any length, such as a week, two weeks, or a month. Iteration backlog is a term commonly used in agile approaches such as Kanban, where sprints are not typically used and instead work is planned in iterations. The iteration backlog lists the prioritized work items, which can include features, user stories, bugs, and technical tasks that the team plans to complete during the iteration.

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15
Q

Iteration Planning

A

A core practice in agile methodologies that is used to plan and manage the work that will be done during an iteration or sprint. See also sprint/iteration.

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16
Q

Minimum Business Increment (MBI)

A

The smallest possible deliverable unit that provides some value to the customer and can be independently deployed, tested, and validated. MBIs are often used in agile methodologies to break down larger features or projects into smaller, manageable pieces that can be completed and delivered more efficiently.

17
Q

Product Backlog

A

The person who identifies the customer’s need and the larger business objectives that a product or feature will fulfill, articulates what success looks like for a product, and rallies a team to turn that vision into a reality.

18
Q

Retrospective

A

See Sprint Retrospective.

19
Q

Scaled Agile Framework (SAFe)

A

An agile methodology that provides a framework for implementing agile practices at scale in organizations. SAFe is designed to help organizations achieve better alignment, collaboration, and delivery of value across multiple teams, departments, and business units.

20
Q

Scrum Master

A

An individual who serves the team by removing roadblocks, protecting the development team from distractions, ensuring that all members are following the scrum rules, and coaching and educating stakeholders on scrum practices. The scrum master acts as a servant leader to the team by getting the team what they need to be successful. The scrum master facilitates scrum meetings, helps the product owner refine the backlog, and communicates the vision of the project to everyone that’s involved.

21
Q

Scrum of Scrums

A

A type of meeting in a large project involving several scrum teams in which a representative from each scrum team discusses the project’s progress, impediments, and if any work may affect other scrum teams. Rather than having a huge daily scrum, the teams meet separately and then a representative from each team meets in a scrum of scrums to report on each team’s progress. The team representatives answer the same questions as in the daily scrum, but for the team rather than individuals. In addition, a fourth question is often posed: “Will our team be putting something in another team’s way?”

22
Q

Scrum Team

A

A work team that includes the product owner, the scrum master, and the development team. The typical project management activities are divided among these three roles in a scrum project.

23
Q

Spike

A

A timeboxed activity that is used to explore a particular technical or design issue. It is a small experiment or investigation that is conducted by the development team to help them better understand a problem or potential solution before committing to a larger, more complex implementation.

24
Q

Sprint Backlog

A

In Scrum, the specific set of user stories, bugs, or features that a development team commits to completing during a sprint. It is a plan for the work that needs to be done in the upcoming sprint and typically includes estimates for each item. The sprint backlog is created during the sprint planning meeting, and it guides the team’s daily work throughout the sprint.

25
Stakeholder Requirements
A classification of requirements that defines decisions about business needs, goals, and objectives from the perspective of the stakeholders and their role in the business. In business analysis, requirements that describe the needs or problems of the stakeholders in achieving or supporting their goals—whether related to organizational or operational concerns.
26
Story Point Sizing
A relative approach to sizing user stories based on the complexity of the user story in relation to other user stories in the product backlog. The team may use a variety of factors to estimate the story points, such as the complexity of the story, the amount of research required, and the risk associated with the story.
27
Test-Driven Development (TDD)
Development approach that writes acceptance tests before the code is written so the developers know what it takes to pass the acceptance test and can program accordingly.
28
Transparency
The practice of sharing information with all stakeholders throughout the project life cycle. This includes sharing information about the project’s goals, progress, risks, and challenges. Transparency helps to build trust and confidence among stakeholders, and it can help to identify and resolve problems early on.
29
Transparency, Inspection, and Adaptation (TIA)
Three principles incorporated into all approaches to agile project management. Transparency requires trust, agreement, and open communication throughout the project. Inspection is the review of the artifacts, the progress, and the quality of the work. Adaptation is needed when issues arise. In other words, if the solution is not going to be acceptable, fix the problem.
30
Velocity
The number of user story points a development team can complete during a sprint. Velocity helps predict the duration of the project. Velocity may vary widely at first but normalizes after several sprints.
31
Agile Mindset
A thought process that involves understanding, collaborating, learning, and staying flexible to achieve high-performing results. Prioritizing work on the most important items first and understanding and accepting that change is likely to happen in the project.
32
Product
In Scrum, an agile document that comprises a comprehensive list of all items, features, and user stories the customer wants delivered in the project. The product owner is responsible for maintaining and prioritizing these requirements, ranking them from the most significant to the least significant. The development team then retrieves the prioritized items from the product backlog to incorporate them into their work iteration, known as a sprint. The product owner holds the responsibility of managing the product backlog.
33
Refactoring
The process of improving the design or structure of existing code without changing its external behavior. It is an important practice in agile software development because it helps to improve the quality, maintainability, and scalability of the codebase and to reduce technical debt.
34
INVEST
A simple mnemonic to remember an accepted set of criteria to assess the quality of a user story, which should be independent, negotiable, valuable, estimable, small, and testable. These criteria help product owners to properly specify the product backlog requirements (e.g., epics, features, and user stories).
35
MoSCoW
An approach used in agile methodologies to help teams prioritize requirements and focus on delivering the most critical features first. The acronym MoSCoW stands for: ·         Must have. These are requirements that are essential for the project’s success and must be included in the final product. ·         Should have. These are important requirements that are not critical but should be included if possible. ·         Could have. These are nice-to-have requirements that are not critical and can be considered if time and resources allow. ·         Won’t have this time. These are requirements that will not be included in the final product, either because they are not important or because they are not feasible.
36
Agile Earned Value
An adaptation of the traditional project management practice of measuring actual value of cost, schedule, and scope against a baseline plan using earned value management (EVM) formulas. How many Agile iterations are planned? How many story points are there? What is the budget for your release?
37
Backlog
See iteration backlog, product backlog, and sprint backlog
38
Cycle Time
In agile, the time it takes to complete a single unit of work, such as a user story or a bug fix. Cycle time is measured from the time the work is started to the time it is completed and delivered. It is a key metric in agile because it can help teams to understand how efficient they are. A shorter cycle time means that the team is able to deliver work more quickly, which can lead to faster time to market and increased customer satisfaction.