Topics Flashcards

(130 cards)

1
Q

CARVER Project Goals

A

Criticality - How Important to be done upfront
Accessibility - Can we work on it immediately
Return - ROI
Vulnerability - How easy to achieve the desired results
Effect - What are the effects on the project
Recognizability - Have the goals been clearly identified

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2
Q

DEEP - Product Backlog

A

DEEP Is Detailed
Estimate-Able
Emergent
Prioritized

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3
Q

Agile Declaration of Interdependence

A
Increase ROI
Deliver Reliable Results
Expect Uncertainty
Unleash Creativity and Innovation
Boost Performance
Improve Effectiveness and Reliability
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4
Q

Automated Testing Tools

A
Peer Reviews
Periodic Code Reviews
Refactoring
Unit Testing
Automated and Manual Tests
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5
Q

TCPI - To Complete

A

Budget At Completion = BAC - EV / BAC - AC

Estimate to Complete = BAC - EV / EAC - AC

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6
Q

Empirical

A
Interactive
Incremental
Change Often
Adapt
Pass Through Reviews
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7
Q

12 Agile Manifesto Principles

A

12 Agile Manifesto Principles

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8
Q

TuckMan

A

Forming
Storming
Performing
Norming

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9
Q

Scrum Pillars

A

Transparency
Inspection
Adaptation

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10
Q

Dynamic System Development Methodology - DSDM

User involvement and Empower

A
Business need / value
Active user involvement
Empowered teams
Frequent Delivery
Integrated Testing
Stakeholder collaboration
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11
Q

Kaizen

A

Small Releases
Small Improvements
Plan - Develop - Evaluate - Learn
Plan - Do - Check - Act

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12
Q

Lean

A
Eliminate Waste
Empower the Team
Deliver Fast
Optimize the whole
Build Quality In
Defer Decisions
Amplify Learning
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13
Q

Agile

A

Periodic Experimentation

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14
Q

Work In progress

A

Either 0% or 100% - Nothing in between

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15
Q

ESVP

A

Explorer
Shopper
Vacationer
Prisoner

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16
Q

Interations

A

Depends on completion date regardless of Velocity

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17
Q

Agile Unified Process

A
Model
Implementation 
Test
Deploy
Configuration Management
Project Management
Environment
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18
Q

Lead Time

A

From entering READY on Kanban to exiting DONE

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19
Q

Experience and Observation

A

Empirical
Transparency
Inspection
Adaptation

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20
Q

Fixed Parameters of Cost and Time

A

Most Value by X Date within X budget

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21
Q

4 core values

A

People over processes
Working code over documentation
Customer collaboration over negotiation
Responding to change over following a plan

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22
Q

CPI - Cost Performance Index

A

EV / AC - 1 is bad

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23
Q

SPI - Schedule Performance Index

A

Expected Value / Planned Value

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24
Q

Estimate at Completion

A

BAC / CPI

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25
Estimate to Complete
EAC - AC
26
Kano Analysis - product features
Delighters Satisfiers Dis-satisfiers Indifferent
27
Littles Law
Duration and Queue Size
28
DSDM Contracting
Passing Tests Versus Specifications
29
Values
``` Focus Courage Openness Commitment Respect ```
30
Feature Driven Development
Develop an overall model Build a feature list Plan the work Team moves through design and build iterations
31
Invest - Good User Stories
``` Independent Negotiable Valuable Estimate-able Testable ```
32
Wide Band Delphi - Estimating Technique
Group of anonymous experts
33
Parkinsons Law
Work expands to the time allotted
34
Iteration H
Hardening or Wrap Up
35
Planning Levels
Strategic Release Iteration Daily
36
Smart Goals
``` Specific Measurable Attainable Realistic Temporal ```
37
SHU - HA - RI
SHU - Following Rules RI - Unconsciously moving away from rules HA - Consciously finding an individual path
38
Agile Triangle
Value Quality Constraints - Cost, Schedule and Scope
39
Scrum Master
Remove Impediments
40
Project Manager
Servant Leader - Not Directive | Gives the team time and space to resolve issues
41
Scrum Master
Remove impediments post haste
42
Be Directive during Storming
43
Use Case
Interaction between the customer and a system
44
Pair Programming discovers defects earlier
45
Delayed or incomplete stories
SPLIT or Carry Forward Identify Stories that you won't be able to finish Document and estimate the remaining work Send these stories to the backlog Take the unfinished stories to the retrospective
46
Favour Decisions
47
Paul Hersey - Situational Leadership
Task Relevant and Relationship Relevent
48
IDEAL Organizational Improvement
``` Initiating Diagnosing Establishing Acting Learning ```
49
EVO - Evolutionary Value Delivery
The original Agile methodology | Focus on delivering measurable, multiple value requirements to stakeholders
50
Systems Thinking
Consider the implications of making a change
51
XP = Simple Design
52
NPV Discount Rate = Opportunity Cost
53
Clark and Wheelwright - 2 tasks
54
ROTI - Return on Time Invested
Used in closing stage of iteration retrospectives
55
Patterns and Shifts - Retrospective
56
Servant Leaders do not make decisions for the team
57
Sensitivity Analysis - Risk Analysis Technique
58
Agile Coach is a Mentor
59
Retrospectives can be scheduled at various times when the team decides
60
Priorities are value driven.. Not necessarily $ value
61
Cross Functional Teams are key to developing and delivering oftern
62
Story Point Estimates are on the cardinal scale
Order of values and the ability to quantify the difference between them
63
Ideal time vs. Elapsed time
It is mostly easier to predict the duration of an event in Ideal Time than in elapsed time
64
Threshold Features
Must be present for the product to be successful - Must Haves
65
Release Planning does not assign resources to tasks
66
Next Meeting refers to the Daily Standups
67
Cumulative Flow Diagram - Analyze Bottlenecks
Measures Cycle Time, Throughput and Work in Progress (Kanban)
68
S-Curve
Cost Baseline
69
Wide Band Delphi Estimating
Anonymous - Reach a concensus
70
Control Limits
Thresholds that determine whether a process is under control
71
Pillars of Scrum
Transparency Inspection Adaptation
72
Incorporating new features mid sprint
Indicate to the product owner what the impact on other features to develop would be
73
Little's Law
WIP / Throughput
74
Acceptance Test Driven
Re-Factoring after code change
75
Ideal Time
The time it takes to complete a task without any distractions Simple and easier for Stakeholders to understand
76
Cycle Time
Complete a Task from Start to Finish | Production Time / Number of units
77
Architectural Spike
Architectural - Proof of Concept, Timeboxed
78
Risk Spike
Risk Based - Short effort to investigate risk - Reduce or eliminate through mitigation - Good for new Technology and early in the project
79
High Level Planning - Visioning
``` Done prior to the 1st release Map out the overall project effort Goals of the release Release date RANGE OF Variance Coarse grained ```
80
Sprint Planning
Team is self organizing Increment = a piece of the product Releases - combine increments
81
Release Planning Meeting
All stakeholders are represented Happens before each release Find out which stories will be done in which iterations for the release Also defines future iterations for future releases Assess prioritized backlog Review story sizing Sort the stories by release Define the initial roadmap for the releases Slice stories as needed for the planned release
82
Compound stories
Have other independent stories within
83
Epics
One large complicated story usually does not fit in one iteration
84
Iteration Planning
Meeting for and facilitated by the delivery team Confirms goal for the current iteration Discuss the user stories in the backlog Select the user stories for the iteration Define the acceptance criteria and write the acceptance tests for the stories Breakdown the user stories into tasks Estimate the tasks Decide who does the work
85
Initial Velocity Expectations
1/3 of Available Time | Estimate in Ideal Days
86
Change in requirements in the middle of an iteration
1. Team should never incorporate any changes during an ongoing iteration 2. Team can always take up the changes and extend the iteration duration if needed 3. Team has to exchange stories if the Scrum Master conveys the criticality of the changes 4. Team may take up the changes in flight after discussing the overall impact with the product owner
87
Agile Coach
Responsible for helping the management of an organization to understand the advantages of Agile practices, tools and techiques
88
Incremental
Each successive version of the product is usable, and each builds upon the previous version
89
Locate Strengths
A strengths based retrospective Discovering strengths then defining actions that use them
90
Release Burn Down Chart
Not good at predicting project completion Varies because of imperfect estimates
91
Lead Time as it relates to user stories
Including more stories in the iteration plan will not reduce lead time
92
Response time
Time an item is idling in the ready stage before the work is started
93
High Risk and High Value
Do First
94
Single Loop Learning
Practice of attempting to solve problems by just using specific pre-defined methods, without challenging the methods in light of experience
95
Kanban
Visual Sign
96
Points counting towards Velocity are only related to completed stories
97
Assign 2 independent tasks to maximize time spent on value added tasks
98
Triple Nickels
5 people, 5 ideas, 5 minutes
99
Iteration Based Agile
Team demonstrates all completed work at the end of the iteration
100
Progressive Elaboration
Further refining requirements as the project progresses
101
Swarming - 2 or more team members working on the same story
Mobbing - Entire team working on the same story
102
COCOMO
Algorithm.. Uses previous project costs to estimate the costs of future projects
103
Stakeholder view on progress
Refer them to project burndown and burn up charts
104
Servant Leaders clear impediments
105
Story map
Represents the characteristics of a product
106
Data Model
Data models are used on agile projects to capture designs at a high level and often help to describe the complexity of designs
107
Agile Team Charter
Why are we doing this project? Who benefits and how? What does done mean for the project? How are we going to work togetherÉ
108
Agile Measurement
Agile favours empirical and value-based measurements instead of predictive measurements. Agile measures what the team delivers, not what the team predicts it will deliver.
109
Prioritizing work items
Product owner does this before the refinement of the backlog
110
Kanban teams employ a pull system
111
Behaviour driven development
Testing code based on the expected behaviour of the software is a method of writing user stories Given, When, Then Given a certain situation, When something happens, then we want this to happen
112
Iterative Methods
Dynamic Requirements Repeated with feedback until they are correct But delivered only once
113
Sprint Reviews
For Product Demonstrations
114
Incremental Approach
Dynamic requirements performed once for a given increment, in frequent deliveries
115
Continuous integration
Designed to merge all changes made to the software and test them automatically, discovering any defects or issues on a daily basis
116
Crystal
Factors such as: of people involved Money involved Comfort level
117
WIP Limits
Focuses on one main thing at a time and avoids the time cost of switching tasks
118
Burnup Chart
Tool to chart how much work has been completed | Cumulation of tested and working features over time
119
Retrospective
1. Set the stage 2. Gather data 3. Generate Insights 4. Decide what to do 5. Close the retrospective
120
Look out for Never, Always and Must
121
3 C's of User Stories
Card, Conversation and Confirmation
122
Test Driven Development
Red, Green, Refactor The process of writing a test that initially fails, adding code until the test passes and then refactoring code
123
Everything is TEAM
124
Lagging Metrics
Measuring things that already occurred
125
Lead Time - From Request to Delivery
Time when a feature request is made by the customer until the complete feature is delivered
126
System Metaphor
XP - To represent a shared technical vision
127
XP = Automated Testing
128
Decision Gradients make for better discussions and more effective sustainable decisions
129
Remember the Future vs. Project Pre-mortem
Pre-Mortem - Identify possible failure points on a project before they happen Remember the future - Thinking about all of the steps that would have made the project a success even before the project has started
130
Avoid using EVM metrics at the iteration level