Class 1 - Requirements Flashcards

1
Q

Requirement

A

A specific description of your client’s needs

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2
Q

What are the 5 different requirement activities that happen when creating a product for a client?

A
  • Eliciting
  • Expressing
  • Prioritizing
  • Analyzing
  • Managing
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3
Q

Want

A

A functionality or feature that a client would like the product to have, which may add value, but is not necessarily core to the product itself

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4
Q

Need

A

A core functionality that the product must have in order to fulfill the product’s purpose

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5
Q

Eliciting Requirements

A

The process of determining what a client needs and wants. It is an in-depth discussion and collaboration between client(s) and the development team

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6
Q

Expressing Requirements

A

Framing the requirements identified through discussion in a way that allows a product to be built. This is where use cases, user stories, and story maps are created

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7
Q

Use Cases

A

A usage scenario for a piece of software

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8
Q

User Story

A

Written description of what a user wants to achieve with a system

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9
Q

Prioritizing Requirements

A

Prioritizing client needs to ensure the most important needs will be completed. MoSCoW is often used to prioritize requirements

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10
Q

MoSCoW

A

Must Have
Should Have
Could Have
Would like but won’t get

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11
Q

Analyzing Requirements

A

Weighing what is possible given scope, schedule, and budget

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12
Q

What are the most important types of requirements?

A
  • User requirements
  • Functional requirements
  • Non-functional requirements
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13
Q

User Requirements

A
  • Use cases
  • User stories
  • Story maps
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14
Q

Non-functional Requirements

A

Quality Requirements. Examples include:
- Accuracy
- Dependability
- Security
- Usability
- Efficiency
- Performance
- Maintainability

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15
Q

Product Vision

A

The purpose and value of a product to the client. Includes the needs a project solves.

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16
Q

True or False: Changes to a project can change the product vision

A

False. A project should never move away from the client’s vision. However, it is possible that a project may not fulfill the entire vision (only part of it)

17
Q

Scope

A

What a project can realistically achieve

18
Q

User Story Format

A

As a who, I want to what, so that why.

E.g. As a customer, I want to be able to identify dietary restrictions, so that I know I can eat the food I order

19
Q

Scope Creep

A

Happens when the scope of a project grows as the result of an increase or change in requirements

20
Q

How can you determine if a user story is good?

A

Recall INVEST. User stories should be:
- Independent
- Negotiable
- Valuable
- Estimatable
- Small
- Testable

21
Q

Independent (INVEST)

A

A requirement can exist outside of other user stories and still be meaningful

22
Q

Negotiable (INVEST)

A

User stories should be general enough for the development team and client to work around their implementation. They should not focus on specific technical details

23
Q

Valuable (INVEST)

A

User stories should bring value to the client

24
Q

Estimatable (INVEST)

A

It should be possible to estimate how much time it would take to design and implement the requirement in the user story

25
Small (INVEST)
A user story should be small because it is meant to be developed in a short time period
26
Testable (INVEST)
User stories should be verifiable against a set of criteria in order to determine if it is done. This is often accomplished using acceptance tests
27
Epic User Story
User stories with descriptions that are too vague or broad. These user stories can be difficult to estimate
28
Cone of uncertainty
The time estimates to develop a user story become less accurate the further into the future the feature is intended to be developed
29
How can epic user stories be avoided?
Provide just enough information to implement a feature, but not the implementation details
30
Acceptance Tests
Basic criteria to determine if a user story is fully implemented. Written from the client's point of view
31
Agile Flying Fingers
An exercise used in project planning to determine how many story points to assign to a user story. Each team member holds up the number of fingers corresponding to the number of story points they think a user story should have
32
Story Points
How long it will take to finish a piece of work in relation to other pieces of work.
33
True or False: Story points can be represented by number of hours to complete a task
False. Story points are how long a task will take relative to other tasks. They estimate effort rather than time commitment.
34
Product Backlog
A set or list of software features that the software product manager and development team plan to develop for a product over the course of a project
35
Wireframes (Mock-ups)
A basic visual representation of a product that shows where buttons, text fields, and images are placed. UI design and colour palettes are not part of a wireframe