Course Five: Agile Project Management Flashcards

1
Q

Acceptance criteria

A

The checklist the project manager uses to decide whether a story is done

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2
Q

Adaptation

A

Adjusting project, product, or processes to minimize any further deviation or issues; one of the three pillars of Scrum

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3
Q

Agile Manifesto

A

A collection of four values and 12 principles that define the mindset that all Agile teams should strive for

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4
Q

Ambiguity

A

A state where conditions and root causes of events or circumstances are unclear, leading to the possibility of misunderstanding

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5
Q

Backlog refinement

A

The act of keeping the Backlog prioritized, estimated, and described so the Scrum Team can operate effectively

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6
Q

Burndown chart

A

A visual that measures time against the amount of work done and amount of work remaining

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7
Q

Business agility

A

Refers to incorporating Agile principles into the wide sphere of management

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8
Q

Business collaboration

A

The concept that collaborating with customers gets critical business information to the team immediately, allowing them to adjust and adapt new information instantly; one of the four themes of the Agile principles

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9
Q

Capacity

A

The amount of work a team can handle in a given amount of time

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10
Q

Case studies:

A

In-depth, data-driven analyses of a business, community, or organization

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11
Q

Change control board:

A

A formal and rigorous process to manage any changes to requirements

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12
Q

Change management:

A

The process of getting people to adopt a new product, process, or value system

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13
Q

Coaching

A

A two-way communication style aimed at influencing and developing employees’ skills, motivation, and judgment

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14
Q

Complexity

A

Refers to the high number of interrelated forces, issues, organizations, and factors that would influence a project

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15
Q

Continuous integration and continuous refactoring

A

The Extreme Programming practice of merging product changes into a shared version several times a day in order to get quick feedback on the quality of the code or product

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16
Q

Cynefin framework

A

A framework used for measuring project complexity; pinpoints five sections of complexity that various projects may fall into: obvious, complex, complicated, chaotic, and disorder (Welsh word for “habitat”).

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17
Q

Daily Scrum

A

A brief meeting of up to 15 minutes that takes place every day of the Sprint to inspect progress toward the goal; also called a stand-up

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18
Q

Definition of Done

A

An agreed-upon set of items that must be completed before a project or user story can be considered complete

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19
Q

Deliverable:

A

A tangible outcome from a project

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20
Q

Development Team

A

In Scrum, the people who do the work to build the product; also called Developers

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21
Q

DevOps

A

An organizational and cultural movement that aims to increase software delivery velocity, improve service reliability, and build shared ownership among software stakeholders

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22
Q

Disciplined Agile Delivery (DAD)

A

A hybrid approach that combines the strategies from various Agile frameworks, including Kanban, LeSS, Lean Development, Extreme Programming, and Agile Modeling;

guides people through process-related decisions and helps develop a scaled Agile strategy based on context and desired outcomes

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23
Q

Empiricism

A

The idea that true knowledge comes from actual, lived experience

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24
Q

Epic

A

A group or collection of user stories

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25
Extreme Programming (XP)
A methodology that aims to improve product quality and the ability to respond to changing customer needs; takes best practices for the development process to extreme levels
26
Five values of Scrum (FORCC)
The core values that guide how Scrum Teams work and behave: commitment, courage, focus, openness, and respect
27
Flow
A core principle of Kanban that aims to maximize efficiency
28
I.N.V.E.S.T
Acronym for the criteria each user story should meet; stands for: independent, negotiable, valuable, estimable, small, and testable
29
Incremental
Describes work that is divided into smaller chunks that build on one another
30
Influencer
Someone who is able to lead and influence others to change their behaviors, hearts, and minds to produce meaningful, sustainable results
31
Inspection
A timely check toward the outcome of a Sprint Goal to detect undesirable variances; one of the three pillars of Scrum
32
Iterative
Refers to repeating cycles of delivery
33
Kanban
A methodology that provides visual feedback to everyone who might be interested in the status of the work in progress; displays the progress of a project as “to do,” “in progress,” and “done”
34
Large-Scale Scrum
(LeSS): A framework that aims to maximize the Scrum Team’s ability to deliver value and reduce waste in larger organizations
35
Lean
A methodology in which the main principle is the removal of waste within an operation.
36
Managing
The act of overseeing the work of others; can include onboarding and orienting new employees, conducting meetings, delegating tasks and assignments, monitoring progress and performance against those tasks, making decisions, and dealing with conflicts
37
Minimum viable product (MVP)
A version of a product with just enough features to satisfy early customers
38
Mission
A short statement that stays constant for the team throughout the project and gives them something to work toward
39
Organizational culture
Describes shared workplace values and shows up in people’s behaviors, activities, the way they communicate, and how they work with each other
40
Pair Programming
The XP practice that refers to when two team members work together at the same time on one task
41
Product Backlog
The single authoritative source for things a team works on; contains all of the features, requirements, and activities associated with deliverables to achieve the goal of the project
42
Product Goal
The desired future state of the product; can serve as a target for the Scrum Team to plan against
43
Product increment
What is produced after a given Sprint
44
Product Owner
In Scrum, the role responsible for maximizing the value of the product and the work of the team
45
Product requirements document
A document that lists the scope and requirements of the project; used in Waterfall project management
46
Product roadmap
A visualization or document that provides a high-level view of the expected product, its requirements, and an estimated schedule for reaching milestones
47
Product vision
Defines what the product is, how it supports the customer’s business strategy, and who will use it; makes clear what outcomes the team is responsible for and where their boundaries are
48
Relative estimation
A comparison of the effort for a task to the effort for another task
49
Releasable
Refers to when the team has developed a minimum viable product of a given feature or requirement
50
Release plans
Indicates the approximate date when the team is expected to release and deliver certain features to the customer or user; contains a release goal, the list of Backlog items, an estimated release date, and any other relevant dates that impact a release
51
Requirements
Conditions that must be met or tasks that must be finished to ensure the successful completion of the project
52
Retrospectives and continuous learning
Refers to striving continuously to learn and adapt to what’s working and what’s not; one of the four themes of the Agile principles
53
Scaled Agile Framework (SAFe)
A Lean-Agile scaling framework that combines concepts from Kanban, Scrum, Extreme Programming (XP), DevOps, and Design Thinking methodologies; puts the goal of delivering value above all else
54
Scrum
A framework for developing, delivering, and sustaining complex products
55
Scrum Master
In Scrum, the role responsible for ensuring the team lives Agile values and principles and follows the processes and practices the team agreed to; shares information with the larger project team and helps the team focus on doing their best work
56
Scrum of Scrums
A technique for integrating the work of multiple, smaller Scrum Teams working on the same project or solution
57
Solution Design Sprint
An entire Sprint spent working solely on the solution design
58
Spotify model (CT CA Q)
The Spotify organization’s version of the Agile approach; focuses on culture, team autonomy, communication, accountability, and quality to increase agility
59
Sprint
A timeboxed iteration where a planned amount of work is done
60
Sprint Backlog
The set of Product Backlog items that are selected to be completed during the upcoming Sprint
61
Sprint Planning
Refers to when the entire Scrum Team comes together to map out what will be done during the Sprint
62
Sprint Retrospective
An essential meeting of up to three hours for the Scrum Team to take a step back, reflect, and identify improvements about how to work together as a team
63
Sprint Review
A meeting with the entire Scrum Team where the product is demonstrated to determine which aspects are finished and which aren’t
64
Stacey Matrix:
A framework developed to help project managers identify the complexities of their environment so they can adapt their style of decision-making; enables a project manager to consider the knowns and unknowns within their project based on implementation and requirements
65
Story points
A method for estimating user stories, tasks, and backlog items by assigning a point value based on effort and risk
66
T-shirt sizes
A way to estimate what is needed for a work effort in terms of time, budget, and energy by categorizing it as XS, S, M, L, XL, or XXL
67
Team dynamics and culture
Refers to creating an effective team culture that is inclusive, supportive, and empowering; one of the four themes of the Agile principles
68
Three pillars of Scrum
The foundational concepts on which Scrum is based: transparency, inspection, and adaptation
69
Timebox
Timebox: A Scrum concept that refers to the estimated duration for an event
70
Transparency
Making the most significant aspects of the work visible to those responsible for the outcome; one of the three pillars of Scrum
71
Uncertainty
A lack of predictability or high potential for surprise
72
User story
A short, simple description of a feature told from the perspective of the user
73
Value delivery
Value delivery: Refers to delivering the work as quickly as possible to get feedback and mitigate time risk; one of the four themes of the Agile principles
74
Value roadmap
An Agile way of mapping out the timelines and requirements for the product-development process
75
Velocity
A measure of the amount of work a team can take on during a single Sprint
76
Volatility
The rate of change and churn in a business or situation
77
VUCA
The conditions that affect organizations in a changing and complex world; stands for volatility, uncertainty, complexity, and ambiguity
78
Waterfall project management
A project management methodology that refers to the sequential or linear ordering of phases
79
Work-in-progress (WIP) limit
A constraint on how many work items are actively being worked on at any given time