6.1 Collaboration & Project Management Flashcards

1
Q

SCRUM

A

Sprint Planning: This takes place at the beginning of every sprint and generally lasts about an hour. Based on the product backlog, a scrum team will estimate how long work will take and discuss how much can be completed in the upcoming sprint.

Daily Stand-up: This usually happens in the morning. Each team member shares their upcoming tasks for the day and what they did the day before. This keeps the whole team up to date on what’s been completed, what needs to be done, and what others are working on. It’s also an opportunity to ask questions about the tasks ahead and solicit support.

Iteration Review: This takes place at the end of a sprint and offers an opportunity for project stakeholders to share what they’ve achieved and give each other feedback.

Retrospective: Also held at the end of a sprint, this is when teams reflect on the work done in the previous sprint and consider what could be improved upon in the next one.

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2
Q

KANBAN

A

goal of Kanban is to match the amount of work currently in progress with team capacity. This way, teams can plan more flexibly and deliver results faster. Its foundation is the Kanban board, which, in its purest form, has three to four sections: “To-Do,” “In Progress/Development,” “Testing” (optional), and “Done.

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3
Q

DESIGN LANGUAGE SYSTEM

A

is a set of standards that govern the visual presentation of a product or brand across multiple devices or platforms. It can help teams build products faster by providing reusable UI components and guidelines for all the design elements featured in a product, such as color, typography, layout, and navigation.
like buttons, forms, and navigation elements, along with the code needed to implement these designs. This helps designers and developers achieve a consistent look and feel when working on different parts of the same product, as well as what makes design systems reusable—you’ll find HTML, CSS, and JavaScript code snippets for each piece of the system to speed up your development workflow.

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4
Q

WIREFRAME?

A

is a static representation of a desing, WHEREAS a prototype if an interactive representation of a design

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