ACP Flashcards
Acceptance Test Driven Development
A method used to communicate with business customers, developers, and testers before coding begins.
Active Listening
To focus on what is said and provide feedback to communicate understanding
Adaptive Leadership
A leadership style that helps teams to thrive and overcome challenges throughout a project
AFFINITY ESTIMATION
A METHOD USED TO QUICKLY PLACE USER STORIES INTO A COMPARABLE-SIZED GROUP
AGILE
TO DEVELOP A GOAL THROUGH PERIODIC EXPERIMENTATION THIN ORDER TO FULFILL THE NEED OF A COMPLEX DECISION
AGILE ADAPTATION
TO ADAPT THE PROJECT PLAN CONTINUOUSLY THROUGH RETROSPECTIVES IN ORDER TO MAXIMIZE VALUE CREATION DURING THE PLANNING PROCESS
AGILE COACHING
TO HELP ACHIEVE GOALS THAT IS EITHER PERSONAL OR ORGANIZATIONAL
AGILE EXPERIMENTATION
TO USE THE EMPIRICAL PROCESS, OBSERVATION, AND SPIKE INTRODUCTION WHILE EXECUTING A PROJECT TO INFLUENCE PLANNING
AGILE MANIFESTO
A STATEMENT TAHT REFLECTS AGILE PHILOSOPHY THAT INCLUDES: INDIVIDUALS AND INTERACTIONS OVER PROCESSES AND TOOLS, WORKING SOFTWARE OVER COMPREHENSIVE DOCUMENTATION, CUSTOMER COLLABORATION OVER CONTRACT NEGOTIATION, AND RESPONDING TO CHANGES OVER FOLLOWING A PLAN
AGILE MANIFESTO PRINCIPLES
A DOCUMENT THAT DESCRIBES THE TWELVE PRINCIPLES OF THE AGILE MANIFESTO
AGUKE MANIFESTO: CUSTOMER SATISFACTION
TO SATISFY CUSTOMERS THROUGH EARLY AND CONTINUOUS DELIVERY OF PRODUCTS, TO TEST AND RECEIVE FEEDBACK, TO INFORM CUSTOMERS ON PROGRESS, AND TO FULFILL THE CUSTOMER’S VALUE BY COMPLETING PRIORITY REQUIREMENTS
AGILE MANIFESTO: WELCOME CHANGES
TO ALLOW QUICK RESPONSES TO CHANGES IN THE EXTERNAL ENVIRONMENT, AND LATE IN DEVELOPMENT TO MAXIMIZE THE CUSTOMER’S COMPETITIVE ADVANTAGE
AGILE MANIFESTO: FREQUENT DELIVERY
TO DELIVER SOFTWARE FREQUENTLY TO THE CUSTOMER, ALLOWING FOR A QUICKER PRODUCT RELEASE, FASTER PROVISION OF VALUE TO THE CUSTOMER AND SHORTER DELIVERY TIMEFRAME
AGILE MANIFESTO: COLLOCATED TEAM
TO HAVE INDIVIDUALS WORK TOGETHER DAILY ON A PROJECT TO IMPLEMENT OSMOTIC COMMUNICATION, FOCUS, AND RECEIVE INSTANT FEEDBACK TO ACHIEVE A COMMON GOAL
AGILE MANIFESTO: MOTIVATED INDIVIDUALS
TO GIVE INDIVIDUALS THE EMPOWERMENT, ENVIRONMENT, SUPPORT, AND TRUST NEEDED TO COMPLETE A TASK SUCCESSFULLY
AGILE MANIFESTO: FACE TO FACE CONVERSATION
THE MOST EFFICIENT AND EFFECTIVE WAY TO COMMUNICATE IN ORDER TO RECEIVE DIRECT FEEDBACK AND INFLUENCE OSMOTIC COMMUNICATION
AGILE MANIFESTO: WORKING SOFTWARE
WORKING SOFTWARE ENABLES THE MEASUREMENT OF PROGRESS, ENHANCE CUSTOMER SATISFACTION, AND MAINTAIN AND IMPROVE THE QUALITY OF SOFTWARE TO HELP SUPPORT PROJECT GOALS
AGILE MANIFESTO: CONSTANT PACE
TO HELP TEAM MEMBERS ESTABLISH A HEALTHY WORK-LIFE BALANCE, REMAIN PRODUCTIVE, AND RESPOND TO CHANGES SWIFTLY FOR PROGRESS DURING A PROJECT
AGILE MANIFESTO: CONTINUOUS ATTENTION
TO ENHANCE AGILITY AND TIME SPEND ON WORK REQUIREMENTS TO ORDER TO RETAIN A WELL-BALANCED WORK ENVIRONMENT
AGILE MANIFESTO: SIMPLICITY
ALLOWS TEAM MEMBERS TO FOCUS ON WHAT IS NECESSARY TO ACHIEVE THE REQUIREMENTS NEEDED TO CREATE AND DELIVER VALUE TO THE PROJECT AND CUSTOMER
AGILE MANIFESTO: SELF-ORGANIZATION
A TEAM THAT KNOWS HOW TO COMPLETE TASKS EFFECTIVELY, HAS DEDICATION TO THE PROJECT, AND IS EXPERT ON THE PROCESS AND PROJECT
AGILE MANIFESTO: REGULAR REFLECTION
THIS ALLOWS A TEAM TO LEARN HOW TO BECOME MORE EFFECTIVE, WHAT CHANGES NEED IMMEDIATE IMPLEMENTATION, AND BEHAVIOR THAT NEEDS ADJUSTMENT
AGILE MENTORING
TO PASS ON AND TEACH BASED ON EXPERIENCE, KNOWLEDGE, AND SKILLS TO OTHER INDIVIDUALS IN THE TEAM OR THAT WORK FOR THE ORGANIZATION
AGILE METHODOLOGIES
A WAY TO COMPLETE A GOAL EFFECTIVELY AND EFFICIENTLY. EXAMPLES OF AGILE METHODOLOGIES INCLUDE XP, SCRUM, AND LEAN
AGILE MODELING
A WORKFLOW DEPICTION OF A PROCESS OR SYSTEM A TEAM CAN REVIEW BEFORE IT IS TURNED INTO CODE. STAKEHOLDERS SHOULD UNDERSTAND THE MODEL.
AGILE PLANNING
THE MOST IMPORTANT ASPECT OF THE AGILE PROJECT. PLANNING HAPPENS AT MULTIPLE LEVELS SUCH AS STRATEGIC RELEASE, ITERATION, AND DAILY. PLANNING MUST HAPPEN UP-FRONT AND CAN CHANGE THROUGHOUT THE PROJECT.
AGILE PRACTICES
TO MAKE USE OF THE AGILE PRINCIPLES THROUGH ACTIVITIES
AGILE PROJECTS
A PROJECT THAT OCCURS BASED ON THE AGILE MANIFESTO AND AGILE PRINCIPLES
AGILE SMELLS
SYMPTOMS OF PROBLEMS THAT AFFECT AGILE TEAMS AND PROJECTS
AGILE SPACE
A SPACE THAT ALLOWS TEAM MEMBERS TO ESTABLISH COLLABORATION, COMMUNICATION, TRANSPARENCY, AND VISIBILITY
AGILE THEMES
THEMES USED TO HELP THE TEAM FOCUS ON THE FUNCTIONS OF ITERATION
AGILE TOOLING
TO INCREASE TEAM MORALE WITH SOFTWARE OR ARTIFACTS
ANALYSIS
TO DEVELOP POSSIBLE SOLUTIONS BY STUDYING THE PROBLEM AND ITS UNDERLYING NEED AND TO UNDERSTAND THE INFORMATION PROVIDED
APPROVED ITERATIONS
AFTER THE DEADLINE OF ITERATION IS REACHED, THE TEAM AND STAKEHOLDERS CONDUCT A MEETING FOR APPROVAL. STAKEHOLDERS APPROVE THE ITERATION IF THE BACKLOG USED SUPPORTS THE PRODUCT INCREMENT
ARCHITECTURAL SPIKES
SPIKES THAT RELATE TO ANY AREA OF A SYSTEM, TECHNOLOGY, OR APPLICATION DOMAIN THAT IS UNKNOWN
ARTIFACT
A PROCESS OR WORK OUTPUT, I.E. DOCUMENT, CODE
ASD
EXHIBITS CONTINUOUS ADAPTION TO THE PROJECT AND ITS PROCESSES WITH CHARACTERISTICS THAT INCLUDE: MISSION FOCUSED, FEATURE BASED, ITERATIVE, TIME-BOXED, RISK DRIVEN, AND CHANGE TOLERANT
AUTOMATED TESTING TOOLS
THESE TOOLS ALLOW FOR EFFICIENT AND STRONG TESTING. EXAMPLES: PEER REVIEWS, PERIODICAL CODE REVIEWS, REFACTORING, UNIT TESTS, AUTOMATIC AND MANUAL TESTING
BEING AGILE
TO WORK IN A RESPONSIVE WAY TO DELIVER THE PRODUCTS OR SERVICES A CUSTOMER NEEDS AND WHEN THEY WANT THE PRODUCTS OR SERVICES
BRAINSTORMING
AN EFFECTIVE AND EFFICIENT WAY OF GATHERING IDEAS WITHIN A SHORT PERIOD OF TIME FROM A GROUP
BURN-DOWN CHART
AN EFFECTIVE AND EFFICIENT WAY OF GATHERING IDEAS WITHIN A SHORT PERIOD OF TIME FROM A GROUP
BURN RATE
THE RATE OF RESOURCES CONSUMED BY THE TEAM; ALSO COST PER ITERATION
BURN-UP CHART
A CHART THAT DISPLAYS COMPLETED FUNCTIONALITY. PROGRESS WILL TREND UPWARDS, AS STORIES ARE COMPLETED. ONLY SHOWS COMPLETE FUNCTIONS, IT IS NOT ACCURATE AT PREDICTING OR SHOWING WORK IN PROGRESS
CARVER
AN ACRONYM TO MEASURE THE GOALS AND MISSION OF THE PROJECT WITH EACH LETTER MEANING: CRITICALITY, ACCESSIBILITY, RETURN, VULNERABILITY, EFFECT, AND RECOGNIZEABILITY
CEREMONY
A MEETING CONDUCTED DURING AN AGILE PROJECT THAT CONSISTS OF DAILY STAND-UP, ITERATION PLANNING, ITERATION REVIEW, AND ITERATION RETROSPECTIVE
CHANGE
TO CHANGE REQUIREMENTS THAT INCREASE VALUE TO THE CUSTOMERS
CHARTER
A DOCUMENT CREATED DURING INITIATION THAT FORMALLY BEGINS THE PROJECT. THE DOCUMENT INCLUDES THE PROJECT’S JUSTIFICATION, A SUMMARY LEVEL BUDGET, MAJOR MILESTONES, CRITICAL SUCESS FACTORS, CONSTRAINTS, ASSUMPTIONS, AND AUTHORIZATION TO DO IT
CHICKEN
AN INDIVIDUAL INVOLVED BUT NOT COMMITTED TO AN AGILE PROJECT
COACH
A TEAM ROLE THAT KEEPS THE TEAM FOCUSED ON LEARNING AND THE PROCESS
COLLABORATION
A METHOD OF COOPERATION AMONG INDIVIDUALS TO ACHIEVE A COMMON GOAL
COLLECTIVE CODE OWNERSHIP
THE ENTIRE TEAM TOGETHER IS RESPONSIBLE FOR 100% OF THE CODE
COLLOCATION
THE ENTIRE TEAM IS PHYSICALLY PRESENT, WORKING IN ONE ROOM
COMMON CAUSE
AN ISSUE SOLVED THROUGH TREND ANALYSIS BECAUSE THE ISSUE IS SYSTEMIC
COMMUNICATION
TO SHARE SMOOTH AND TRANSPARENT INFORMATION OF NEEDS
COMMAND & CONTROL
DECISIONS CREATED BY HIGHER UP INDIVIDUALS IN THE ORGANIZATION AND HANDED OVER TO THE TEAM
COMPLIANCE
TO MEET REGULATIONS, RULES, AND STANDARDS
CONE OF SILENCE
AN ENVIRONMENT FOR THE TEAM THAT IS FREE OF DISTRACTIONS AND INTERRUPTIONS
CONFLICT
DISAGREEMENTS IN CERTAIN AREAS BETWEEN INDIVIDUALS
CONFLICT RESOLUTION
AN AGREEMENT MADE AFTER A CONFLICT
CONTINUOUS IMPROVEMENT
TO ENSURE THAT SELF-ASSESSMENT AND PROCESS IMPROVEMENT OCCURS FREQUENTLY TO IMPROVE THE PRODUCT
CONTINUOUS INTEGRATION
TO CONSISTENTLY EXAMINE A TEAM MEMBER’S WORK. TO BUILD, AND TEST THE ENTIRE SYSTEM
COORDINATION
TO ORGANIZE WORK WITH THE GOAL OF HIGHER PRODUCTIVITY AND TEAMWORK
COST PERFORMANCE INDEX (CPI)
TO MEASURE THE COST SPENT ON A PROJECT AND ITS EFFICIENCY.
EARNED VALUE/ACTUAL COST = CPI
CROSS-FUNCTIONAL TEAM
TEAMS THAT CONSIST OF MEMBERS WHO CAN COMPLETE VARIOUS FUNCTIONS TO ACHIEVE A COMMON GOAL. TEAM MEMBERS ARE ABLE TO DO MORE THAN ONE ROLE IN A PROJECT
CRYSTAL FAMILY
AN ADAPTABLE APPROACH THAT FOCUSES ON INTERACTION BETWEEN PEOPLE AND PROCESSES THAT CONSISTS OF FAMILIES THAT VARY BASED ON TEAM SIZE, SYSTEM CRITICALITY, AND PROJECT PRIORITIES
CUMULATIVE FLOW DIAGRAM
A CHART THAT DISPLAYS FEATURE BACKLOG, WORK IN PROGRESS, AND COMPLETED FEATURES
CUSTOMER
THE END-USER WHO DETERMINES AND EMPHASIZES BUSINESS VALUES
CUSTOMER-VALUED PRIORITIZATION
TO DELIVER THE MAXIMUM CUSTOMER VALUE EARLY IN ORDER TO WIN CUSTOMER LOYALTY AND SUPPORT
CYCLE TIME
THE TIME NEEDED TO COMPLETE A FEATURE (USER STORY).
DAILY STANDUP
A BRIEF MEETING WHERE THE TEAM SHARES THE PREVIOUS DAY’S ACHIEVEMENTS, PLANS TO MAKE ACHIEVEMENTS, OBSTACLES, AND HOW TO OVERCOME THE OBSTACLES
DECIDE AS LATE AS POSSIBLE
TO POSTPONE DECISIONS TO DETERMINE POSSIBILITIES AND MAKE THE DECISION WHEN THE MOST AMOUNT OF KNOWLEDGE IS AVAILABLE
DEEP
THE QUALITIES OF A PRODUCT BACKLOG WHICH INCLUDE: DETAILED, ESTIMATE-ABLE, EMERGENT, AND PRIORITIZED
DELIVERABLES
A TANGIBLE OR INTANGIBLE OBJECT DELIVERED TO THE CUSTOMER: I.E. DOCUMENT, PAMPHLET, REPORT
DISAGGREGATION
TO SEPARATE EPICS OR LARGE STORIES INTO SMALLER STORIES
DISSATISFACTION
THE LACK OF SATISFACTION AMONG WORKERS SUCH AS, WORK CONDITIONS, SALARY, AND MANAGEMENT-EMPLOYEE RELATIONSHIPS. FACTORS KNOWN AS DEMOTIVATORS.
DISTRIBUTIVE NEGOTATIONS
TO REACH A DEAL THROUGH TACTICS SO BOTH PARTIES RECEIVE THE HIGHEST AMOUNT OF VALUE POSSIBLE
DONE
WHEN WORK IS COMPLETE, AND MEETS THE FOLLOWING CRITERIA:
- COMPILES
- RUNS WITHOUT ERRORS
- PASSES PREDEFINED ACCEPTANCE CRITERIA AND REGRESSION TESTS
DOT VOTING
A SYSTEM OF VOTING WHERE PEOPLE RECEIVE A CERTAIN NUMBER OF DOTS TO VOTE ON THE OPTIONS PROVIDED
DYNAMIC SYSTEMS DEVELOPMENT MODEL (DSDM)
A MODEL THAT PROVIDES A COMPREHENSIVE FOUNDATION FOR PLANNING, MANAGING, EXECUTING, AND SCALING AGILE AND ITERATIVE SOFTWARE DEVELOPMENT PROJECTS BASED ON 9 PRINCIPLES THAT INVOLVE:
- BUSINESS NEEDS/VALUE
- ACTIVE USER INVOLVEMENT
- EMPOWERED TEAMS
- FREQUENT DELIVERY
- INTEGRATED TESTING
- STAKEHOLDER COLLABORATION
EARNED VALUE MANAGEMENT (EVM)
EARNED VALUE MANAGEMENT, WORKS WELL AT ITERATION. IT IS A METHOD TO MEASURE AND COMMUNICATE PROGRESS AND TRENDS AT THE CURRENT STAGE OF THE PROJECT
EMERGENT
STORIES THAT GROW AND CHANGE OVERTIME AS OTHER STORIES REACH COMPLETION IN THE BACKLOG
EMOTIONAL INTELLIGENCE
AN INDIVIDUAL’S SKILL TO LEAD AND RELATE TO OTHER TEAM MEMBERS
EPIC STORY
A LARGE STORY THAT SPANS ITERATIONS, THEN DISAGGREGATED INTO SMALLER STORIES
ESCAPED DEFECTS
DEFECTS REPORTED AFTER THE DELIVERY BY THE CUSTOMER
EXPECTANCY THEORY
AN INDIVIDUAL CHOOSES TO BEHAVE IN A PARTICULAR WAY OVER OTHER BEHAVIORS BECAUSE OF THE EXPECTED RESULTS OF THE CHOSEN BEHAVIOR
EXPLORATORY TESTING
TO INQUIRE HOW SOFTWARE WORKS WITH THE USE OF TEST SUBJECTS USING THE SOFTWARE AND ASKING QUESTIONS ABOUT THE SOFTWARE
EXTREME PERSONA
A TEAM-MANUFACTURED PERSONA THAT EXAGGERATES TO INDUCE REQUIREMENTS A STANDARD PERSONA MAY MISS
EXTREME PROGRAMMING (XP)
A METHODOLOGY IN AGILE WITH ONE WEEK ITERATIONS AND PAIRED DEVELOPMENT
FEATURE-DRIVEN DEVELOPMENT (FDD)
A COMPREHENSIVE MODEL AND LIST OF FEATURES INCLUDED IN THE SYSTEM BEFORE THE DESIGN WORK BEGINS
FEATURE
A GROUP OF STORIES THAT DELIVER VALUE TO THE CUSTOMERS
FEEDBACK
INFORMATION OR RESPONSES TOWARDS A PRODUCT OR PROJECT USED TO MAKE IMPROVEMENTS
FIBONACCI SEQUENCE
A SEQUENCE OF NUMBERS USED IN AGILE ESTIMATING: 0,1,2,3,5,8, 13, 20, 40, 100
FINISH TASKS ONE BY ONE
TASKS MUST BE FINISHED IN ALL ITERATIONS TO MEET THE DEFINITION OF DONE REQUIREMENTS AS A WAY TO TRACK PROGRESS AND ALLOW FREQUENT DELIVERY
FISHBONE DIAGRAM
A ROOT CAUSE DIAGRAM
FIVE WHYS
THE ROOT CAUSE ANALYSIS TECHNIQUE THAT ASKS WHY FIVE TIMES. THE PROBLEM IS LOOKED INTO DEEPER EACH TIME WHY IS ASKED. TOYOTA DEVELOPED THIS TECHNIQUE
FIXED TIME BOX
ASSIGNED TASKS PRIORITIZED FOR COMPLETION BASED ON ESTIMATED NUMBER OF DAYS. TOP PRIORITIES ARE USUALLY COMPLETED FIRST
FOCUS
TO STAY ON TASK, AND IS FACILITATED BY THE SCRUM MASTER OR COACH
FORCE FIELD ANALYSIS
TO ANALYZE FORCES THAT ENCOURAGES OR RESISTS CHANGE
FUNCTIONALITY
AN ACTION THE CUSTOMER MUST SEE AND EXPERIENCE FROM A SYSTEM, WHICH WILL ADD VALUE TO THE CUSTOMER
GROOMING
TO CLEAN UP THE PRODUCT BACKLOG BY REMOVAL OF ITEMS, DISAGGREGATION OF ITEMS, OR ESTIMATION OF ITEMS
GROUND RULES
UNWRITTEN RULES DECIDED AND FOLLOWED BY TEAM MEMBERS
HERZBERG’S HYGIENE THEORY
A THEORY THAT STATES FACTORS IN THE WORKPLACE CREATE SATISFACTION AND DISSATISFACTION IN RELATION TO THE JOB
HIGH-BANDWIDTH COMMUNICATION
FACE TO FACE COMMUNICATION THAT ALSO INCLUDES NON-VERBAL COMMUNICATION
HIGH PERFORMING TEAM
THIS TEAM REACHES MAXIMUM PERFORMANCE OF CLEAR, DETAILED GOALS, OPEN COMMUNICATION, ACCOUNTABILITY, EMPOWERMENT, USE OF THE PARTICIPATORY DECISION MODEL, AND THE TEAM CONSISTS OF TWELVE DEDICATED MEMBERS OR LESS
IDEAL TIME
THE AMOUNT OF TIME NEEDED TO COMPLETE AN ASSIGNMENT WITHOUT DISTRACTIONS OR INTERRUPTIONS
INCREMENTAL DELIVERY
FUNCTIONALITY CONVEYED IN SMALL PHASES
INCREMENTAL PROJECT RELEASES
TO BUILD UIPON THE PRIOR RELEASE OF A GOAL, OUTCOME, OR PRODUCT, NOT ALL REQUIREMENTS ARE MET, BUT AFTER ALL RELEASES, THE REQUIREMENTS WILL BE MET
INFORMATION RADIATOR
ARTIFACTS USED TO HELP MAINTAIN TRANSPARENCY OF A PROJECT STATUS TO TEAM MEMBERS AND STAKEHOLDERS
INFORMATION REFRIGERATOR
INFORMATION THAT IS NOT TRANSPARENT OR USEFUL TO THE TEAM AND STAKEHOLDERS
INNOVATION GAMES
PRACTICE USED TO INDUCE REQUIREMENTS FROM PRODUCT OWNERS, USERS, AND STAKEHOLDERS
INTEGRATIVE NEGOTIATION
TO REACH AN AGREEMENT COLLABORATIVELY THAT CREATES MORE VALUE FOR BOTH PARTIES BY A WIN-WIN SOLUTION
INTERACTOIN
FACE TO FACE COMMUNICATION
IRR
INTERNAL RATE OF RETURN - A DISCOUNT RATE THAT MAKES THE NET PRESENT VALUE OF ALL CASH FLOWS FROM A PROJECT EQUAL TO ZERO. USED TO DETERMINE POTENTIAL PROFITABILITY OF PROJECT OR INVESTMENT
INTRASPECTIVES
TO INSPECT WITHIN, DURING A MEETING WITH THE AGILE TEAM TO REVIEW PRACTICES, USUALLY WHEN A PROBLEM OR ISSUE OCCURS
INTRINSIC SCHEDULE FLAW
POOR ESTIMATION THAT OCCURS AT THE BEGINNING OF ITERATION
INVEST
THE BENEFITS OF GOOD USER STORIES, WHICH INCLUDE: INDEPENDENT, NEGOTIABLE, ESTIMATE-ABLE, SMALL, AND TESTABLE
ITERATION
WORK CYCLE, SCRUM USES 2-4 WEEKS, XP USES 1 WEEK
ITERATION BACKLOG
WORK TO COMPLETE IN A PARTICULAR ITERATION
ITERATION H
ITERATION USED TO PREPARE THE LAUNCH OF SOFTWARE, AND TO TEST SOFTWARE
ITERATION 0
ITERATION TO COMPLETE TASKS BEFORE THE DEVELOPMENT OCCURS, FOR TECHNICAL AND ARCHITECTURAL SPIKES AND TO GATHER REQUIREMENTS INTO THE BACKLOG
ITERATION RETROSPECTIVE
A MEETING USED IN SCRUM, THE TEAM DISCUSSES WAYS TO IMPROVE AFTER WORK IS COMPLETED
JUST-IN-TIME
USED TO MINIMIZE INVENTORY COST BY MATERIALS DELIVERED BEFORE THEY ARE REQUIRED
KAIZEN
BASED ON JAPANESE MANAGEMENT PHILOSOPHY, TO CONTINUE IMPROVEMENT THROUGH SMALL RELEASES
KANBAN
A SIGNAL USED TO ADVANCE TRANSPARENCY OF WORK-IN-PROGRESS, A NEW TASK CAN BEGIN ONE A PREVIOUS ONE IS COMPLETE
KANBAN BOARD
A CHART THAT SHOWS WORKFLOW STAGES TO LOCATE WORK IN PROGRESS
KANO ANALYSIS
AN ANALYSIS OF PRODUCT DEVELOPMENT AND CUSTOMER SATISFACTION BASED ON NEEDS FULFILLED/NOT-FULFILLED VS. SATISFACTION/DISSATISFACTION
LAST RESPONSIBLE MOMENT
TO MAKE DECISIONS AS LATE AS POSSIBLE IN ORDER TO PRESERVE ALL POSSIBLE OPTIONS
LEAN METHODOLOGY
TO ELIMINATE WASTE, AN AGILE METHOD DERIVED FROM MANUFACTURING
LITTLE’S LAW
THE LAW THAT LIMITS WORK IN PROGRESS EFFICIENTLY WITH DEVELOPMENT OF AN APPROPRIATE CYCLE TIME
LOW PERFORMING TEAM
THIS TEAM HAS A LACK OF TRUST, NO ACCOUNTABILITY, FEAR OF CONFLICT, LESS COMMITMENT, AND LESS ATTENTION TO DETAILS AND RESULTS
LEAN SOFTWARE DEVELOPMENT (LSD)
THIS METHODOLOGY FOCUSES ON THE “VALUE STREAM” TO DELIVER VALUE TO CUSTOMERS. THE GOAL IS TO ELIMINATE WASTE BY FOCUSING ON VALUABLE FEATURES OF A SYSTEM AND TO DELIVER THE VALUE IN SMALL BATCHES. PRINCIPLES OF LEAN INCLUDE: ELIMINATION OF WASTE AMPLIFY LEARNING TO DECIDE LATE AS POSSIBLE DELIVER AS FAST AS POSSIBLE EMPOWERMENT OF THE TEAM TO BUILD IN INTEGRITY TO SEE THE WHOLE
MASLOW’S HIERARCHY OF NEEDS
THIS THEORY SUGGESTS INTERDEPENDENT NEEDS (MOTIVATORS) OF PEOPLE BASED ON FIVE LEVELS IN THIS ORDER:
- PHYSIOLOGICAL
- SAFETY & SECURITY
- SOCIAL
- ESTEEM
- SELF-ACTUALIZATION
METAPHOR
TO EXPLAIN HOW A PROJECT WILL BE COMPLETED SUCCESSFULLY TO STAKEHOLDERS BY USE OF REAL-WORLD EXAMPLES OF SYSTEMS AND COMPONENTS
MINIMAL VIABLE PRODUCT (MVP)
A PRODUCT WITH ONLY THE ESSENTIAL FEATURES DELIVERED TO EARLY ADOPTERS TO RECEIVE FEEDBACK
MINIMAL MARKETING FEATURE (MMF)
THE SMALLEST FEATURE OF A PRODUCT THAT PROVIDES VALUE TO THE END-USER
MONOPOLY MONEY
TO GIVE FAKE MONEY TO BUSINESS FEATURES IN ORDER TO COMPARE THE RELATIVE PRIORITY OF THOSE FEATURES
MOSCOW ANALYSIS
AN ANALYSIS USED TO HELP STAKEHOLDERS UNDERSTAND THE IMPORTANCE OF EACH REQUIREMENT DELIVERED. MOSCW IS THE ACRONYM FOR:
- MUST HAVE
- SHUOLD HAVE
- COULD HAVE
- WOULD LIKE TO HAVE
NEGOTIATION
TO REACH AN AGREEMENT BETWEEN TWO OR MORE PARTIES TO RESOLVE A CONFLICT
NEGOTIABLE
ANYTHING OPENED TO DISCUSSION
NPV
NET PRESENT VALUE - A VALUE THAT COMPARES THE AMOUNT INVESTED TODAY TO THE PRESENT VALUE OF FUTURE CASH RECEIPTS FROM THE INVESTMENT
OSMOTIC COMMUNICATION
TO COMMUNICATE BY SHARING AN ENVIRONMENT
PAIR PROGRAMMING
WHEN DEVELOPERS WORK TOGETHER IN XP PRACTICE
PARETO PRINCIPLE
KNOWN AS THE 80/20 RULE. FOR AGILE PROJECTS, IT MEANS THAT 8-% OF ALL DEVELOPMENT SHOULD BE SPENT ON THE TOP 20% OF THE FEATURES THE CUSTOMERS NEED
PARKING LOT
A STORAGE PLACE FOR IDEAS THAT DISTRACT FROM THE MAIN GOAL DURING A MEETING
PARTICIPATORY DECISION MODELS
TO HAVE STAKEHOLDERS INVOLVEMENT IN DECISION MAKING WITH TECHNIQUES SUCH AS A SIMPLE VOTE
PERSONA
A DEPICTION OF THE CUSTOMER OF SYSTEM WITH APPLICABLE DETAILS ABOUT USAFE
PERSONNEL LOSS
WHEN AN EMPLOYER FACES THE LOSS OF A HUMAN RESOURCE THROUGH DEATH, INJURY, OR DISABILITY OF AN EMPLOYEE
PIG
A COMMITTED INDIVIDUAL IMPACTED BY THE OUTCOME
PLAN DO CHECK ACT
WORK IN SMALLER, QUICK ITERATIONS THAN TRADITIONAL
PLANNING GAME
TO PRIORITIZE WORK AND ESTIMATE EFFORT REQUIRED BY CREATION OF A RELEASE PLAN IN XP
PLANNING POKER
A TOOL USED TO ESTIMATE TEAM EFFORT ON USER STORIES
PMBOK GUIDE
A GUIDE TO THE PROJECT MANAGEMENT BODY OF KNOWLEDGE
PMI
PROJECT MANAGEMENT INSTITUTE
POSITIVE VALUE
TO MAXIMIZE VALUE THROUGH INCREMENTAL WORK IN ORDER TO GAIN COMPETITIVE ADVANTAGE
PRE-MORTEN
TEAM MEMBERS ASKED TO DEFINE REASONS OF A PROJECT’S FAILURE AND TO IDENTIFY CAUSES OF FAILURE MISSED IN PREVIOUS ANALYSES
PRESENT VALUE
A WAY TO CALCULATE THE TIME VALUE OF MONEY
PROCESS TAILORING
TO PERFECT AGILE PROCESSES FOR A PARTICULAR PROJECT AND ENVIRONMENT
PRODUCTIVITY
THE EFFECTIVENESS OF PRODUCTION, USUALLY MEASURED WITH OUTPUT PER UNIT OF INPUT
PRODUCTIVITY VARIATION
THE DIFFERENCE BETWEEN THE PLANNED AND ACTUAL PERFORMANCE
PRODUCT BACKLOG
THE KNOWN FEATURES FOR A PROJECT
PRODUCT ROAD MAP
AN ARTIFACT THAT DISPLAYS PLANNED PROJECT FUNCTIONALITY
PRODUCT VISION
A DOCUMENT THAT DESCRIBES WHAT THE PRODUCT IS, WHO WILL USE THE PRODUCT, WHY THE PRODUCT WILL BE USED, AND HOW THE PRODUCT SUPPORTS THE STRATEGY OF A COMPANY
PRODUCT VISION STATEMENT
A STATEMENT THAT DEFINES THE PURPOSE AND VALUE OF THE PRODUCT
PROGRAMMER
THE ROLE OF A TEAM MEMBER THAT WRITES THE CODE, A ROLE USED IN XP
PROGRESSIVE ELABORATION
AN APPROACH FOR PLANNING THAT OCCURS IN CYCLES INSTEAD OF UPFRONT, WHICH HAPPENS FREQUENTLY
PROJECT
AN ENTERPRISE PLANNED AND DESIGNED TO CREATE A PRODUCT, SERVICE, OR RESULT
PROTOTYPING
A MODEL USED TO PERFECT REQUIREMENTS
QUALITIATIVE
DESCRIPTIVE DATA USED FOR ANALYSIS
QUALITY
THE SPECIFICATIONS AND REQUIREMENTS OF PRODUCT OR SERVICE MEASURED AGAINST THE STANDARD PRODUCT OR SERVICE IN THE INDUSTRY
QUANTITATIVE
NUMERICAL DATA USED FOR ANALYSIS
REFACTORING
TO ADJUST WORKING CODE TO IMPROVE FUNCTIONALITY AND CONSERVATION
RELATIVE PRIORITIZATION
A LIST OF ALL USER STORIES AND FEATURES ORDERED BY HIGHEST PRIORITY TO THE LOWEST PRIORITY
RELATIVE SIZING
TO ESTIMATE THE SIZE OF A STORY IN COMPARISON WITH ANOTHER STORY
RELEASE
ITERATION OUTCOMES DELIVERED TO CUSTOMERS (END-USERS)
RELEASE PLAN
A DOCUMENT THAT DESCRIBES THE TIMELINE OF A PRODUCT RELEASE
REQUIREMENTS AT A HIGH LEVEL
REQUIREMENTS ARE IN THE FORM OF USER STORIES, AND COLLECTED AT A HIGH LEVEL TO ESTIMATE A BUDGET
REQUIREMENTS PRIORITIZATION MODEL
A MODEL TO RATE EACH FEATURE WITH THE CALCULATION OF WEIGHTED FORMULA DEFINED BY THE TEAM
REQUIREMENTS REVIEW
TO REVIEW THE REQUIREMENTS SO THEY FULFILL THE NEEDS AND PRIORITIES OF STAKEHOLDERS
ROI
RETURN OF INVESTMENT - THE RETURN AN ORGANIZATION MAKES ON AN INVESTMENT EXPRESSED BY PERCENTAGE
RISK
THE UNCERTAINTY OF AN UNWANTED OUTCOME RELATED TO THE PROJECT
RISK-ADJUSTED BACKLOG
A PRODUCT BACKLOG ADJUSTED TO HELP BALANCE THE RISK AND VALUE FACTORS OF PRODUCT
RISK-BASED SPIKE
THIS SPIKE HELPS THE TEAM REMOVE MAJOR RISKS, AND IF THE SPIKE FAILS EVERY APPROACH POSSIBLE, THE PROJECT IS DEFINED AS “FAST FAILURE”
RISK BURN DOWN
A CHART THAT DISPLAYS RISK AND SUCCESS WITH FEATURE VS. TIME
RISK IMPACT
TO ANALYZE THE CONSEQUENCES OF THE RISK IF THEY OCCUR BASED ON THEIR PROBABILITY
RISK PROBABILITY
THE LIKELIHOOD THAT THE RISK WILL OCCUR
RISK SEVERITY
HOW MUCH THE RISK’S CONSEQUENCE WILL INFLUENCE THE SUCCESS OR FAILURE OF A PROJECT.
RISK PROBABILITY (%) X RISK IMPACT ($) = RISK SEVERITY
ROLE
A PERSON’S DESCRIPTION THAT INCLUDES THEIR FUNCTION IN AN AGILE PROJECT
ROLLING WAVE PLANNING
TO DIVIDE THE PLANNING PHASE INTO STAGES
ROOT CAUSE ANALYSIS
TO INVESTIGATE BEYOND THE SYMPTOMS OF THE PROBLEM AND TO UNDERSTAND THE ROOT CAUSE OF THE PROBLEM
ROOT CAUSE DIAGRAM
A DIAGRAM THAT CORRELATES DIFFERENT FACTORS AND THE SYMPTOM
SATISFACTION
THE FEELING OF WORKERS WHEN THEIR NEEDS ARE FULFILLED. KNOWN AS MOTIVATORS
SCHEDULE PERFORMANCE INDEX
THE RATIO OF EARNED VALUE TO PLANNED VALUE.
EV/PV = SPI
SCOPE CREEP
THE UNCONTROLLED CHANGES OR GROWTH IN A PROJECT’S SCOPE WHICH GOES BEYOND THE INITIAL AGREEMENT
SCRUM
A POPULAR AGILE METHODOLOGY
SCRUM OF SCRUMS
MEETING USED TO ORGANIZE LARGE PROJECTS WITH SCRUM MASTERS FROM DIFFERENT TEAMS
SCRUM MASTER
THE LEADER THAT HELPS THE TEAM TO FOLLOW SCRUM METHODOLOGY
SOFTWARE DEVELOPMENT LIFE CYCLE (SDLC)
THE CYCLE TENDS TO BE LONG AND REQUIRES A LOT OF ADVANCED PLANNING
SELF-DIRECTING TEAM
THIS TEAM HAS THE CAPABILITY TO MAKE THEIR OWN DECISIONS, EMPOWERMENT, MUTUAL ACCOUNTABILITY, AND COLLECTIVE OWNERSHIP OF A PROJECT, WHICH LEADS THEM TO BE MORE PRODUCTIVE AND EFFICIENT
SELF-ORGANIZING TEAM
NATURALLY FORMED TEAMS THAT INTERACT WITH MINIMAL MANAGEMENT SUPERVISION
SERVANT LEADERSHIP
LEADERS COLLABORATE WITH THE TEAM AND DO ANYTHING THE TEAM DOES WHEN NEEDED
SHU-HA-RI MODEL
ORIGINATED IN JAPAN AS A WAY TO UNDERSTAND LEARNING AND MASTERY, SHU - OBEYIING THE RULES, HA- CONSCIOUSLY MOVING AWAY FROM THE RULES, AND RI - CONSCIOUSLY FINDING AN INDIVIDUAL PARTH
SILO
WORK THAT IS ISOLATED
SOCIAL MEDIA-BASED COMMUNICATION
COMMUNICATION USED CONVENIENTLY TO RECEIVE INSTANT FEEDBACK, IDEAS, AND REQUIREMENTS FROM A PARTICULAR COMMUNITY
SPECIAL CAUSE
A CAUSE THE OCCURS ONCE BECAUSE OF SPECIAL REASONS
SPECIFICATION BREAKDOWN
THIS OCCURS WHEN REQUIREMENTS FOR THE SPECIFICATION ARE INCOMPLETE OR CONFLICTING
SPIKE
AN EXPERIMENT THAT HELPS A TEAM ANSWER, A PARTICULAR QUESTION AND DETERMINE FUTURE ACTIONS
SPRINT
A CONSISTENT ITERATION THAT LASTA FROM ONE WEEK TO ONE MONTH IN ORDER TO MEASURE VELOCITY IN SCRUM
SPRINT PLAN
A DOCUMENT THAT EXPLAINS SPRINT GOALS, TASKS, AND REQUIREMENTS, AND HOW THET ASKS WILL REACH COMPLETION
SPRINT RETROSPECTIVE
A TEAM MEMBER MEETING THAT OCCURS AFTER EACH SPRINT TO EVALUATE THE PRODUCT AND PROCESS TO IMPROVE EFFICIENCY AND EFFECTIVENESS
SPRINT REVIEW
A MEETING THAT OCCURS AFTER EACH SPRINT TO SHOW THE PRODUCT OR PROCESS TO STAKEHOLDERS FOR APPROVAL AND TO RECEIVE FEEDBACK
STAKEHOLDER
AN INDIVIDUAL WITH AN INTEREST IN THE OUTCOME
STAKEHOLDER MANAGEMENT
TO ENSURE STAKEHOLDERS REMAIN INFORMED AND THAT THE ACHIEVEMENT OF THEIR NEEDS ARE MET
STORY CARD
AN INDEX CARD THAT DISPLAYS THE USER STORY
STORY MAP
A PRIORITIZATION TOOL THAT BACKLOGGED STORIES MADE SMALLER AND ORGANIZED BY USER FUNCTIONALITY
STORY POINT
A UNIT OF MEASUREMENT TO ESTIMATE THE DIFFICULTY OF A USER STORY
SUSTAINABILITY
A MAINTAINABLE PACE OF WORK THAT IS INTENSE YET STEADY
SWARMING
WHEN THE TAEM COLLABORATE TO FOCUS ON A SINGLE USER
TABAKA’S MODEL
A MODEL ORIGINATED IN JAPAN TO DESCRIBE A TEAM WITH VALUES THAT INCLUDE SELF-ORGANIZATION, EMPOWERED TO MAKE DECISIONS, BELIEF IN VISION AND SUCCESS, A COMMITTED TEAM, TRUST, PARTICIPATORY DECISION MAKING, CONSENSUS-DRIVEN, AND CONSTRUCTION DISAGREEMENT
TASKS
THE SMALLER JOBS TO FULFILL A USER STORY, USUALLY DIVIDED AMONG TEAM MEMBERS
TEAM
A GROUP OF INDIVIDUALS CHARGED WITH RESPONSIBILITY OF DELIVERY AND VALUE OF A PROJECT
TEAMWORK
TEAM MEMBERS FUNCTION IN A WAY THAT IS COLLABORATIVE TO COMPLETE TASKS AND REACH A COMMON GOAL, MOSTLY ACHIEVED WITH STRONG COMMUNICATION
TEAM EMPOWERMENT
A TEAM THAT IS EMPOWERED HAS COLLABORATION, RESPONSIBILITY, AND SELF-SUFFICIENCY
TEAM FORMATION
FORMATION HAPPENS WHEN A TEAM CREATES GROUND RULES AND PROCESSES TO BUILD BONDS AND SHARED GOALS
TEAM PARTICIPATION
WHEN THE TEAM DISCUSSES THE REQUIREMENTS THAT WILL FULFILL THE CUSTOMER’S NEEDS
TEAM SPACE
AN AREA FOR TEAM MEMBERS TO COLLOCATE, USUALLY A PHYSICAL LOCATION, IN SOME CASES A VIRTUAL LOCATION IS CREATED
TEAM VELOCITY
THE NUMBER OF STORY POINTS COMPLETED DURING ITERATION, AND USED TO DETERMINE THE PLANNED CAPACITY
TECHNICAL DEBT
TECHNICAL DECISIONS A TEAM CHOOSES TO NOT IMPLEMENT CURRENTLY, BUT MUST DO SO OR FACE DIFFICULTY IN THE FUTURE
TEST-DRIVEN DEVELOPMENT (TDD)
A WRITTEN ACCEPTANCE TEST FOR A MODULE WITH THE CODE BUILT TO PASS THE TESTS IN ORDER TO ENSURE CORRECT PERFORMANCE
TESTER
EXPLAINS ACCEPTANCE TEST TO THE CUSTOMERS THEN CONSISTENTLY MEASURES THE PRODUCT AGAINST THE TEST AND RECORDS RESULTS FOR THE TEAM (XP ROLE)
THEME
A GROUP OF STORIES, ITERATION, OR RELEASES’S IDEA DETERMINED BY THE CUSTOMER AND THE TEAM AGREES WITH THE IDEA
TIME BOXING
TO SET A FIXED DELIVERY DATE FOR A PROJECT OR A RELEASE
TRACKER
A ROLE IN XP THAT MEASURES THE TEAM’S PROGRESS, AND COMMUNICATES THE MEASUREMENTS TO THE TEAM
TRADITIONAL MANAGEMENT
A TOP-DOWN APPROACH THAT CONSISTS OF LONG CYCLES, HEAVY PLANNING, AND MINIMAL CUSTOMER INVOLVEMENT
TRANSPARENCY
TO SHOW EVERYONE’S INVOLVEMENT AND PROGRESS TO THE ENTIRE TEAM
TREND ANALYSIS
THIS ANALYSIS PROVIDES TRENDS THAT WILL OCCUR IN THE FUTURE TO HELP CONTROL AND IMPLEMENT CONTINUOUS IMPROVEMENT
TWO-WAY COMMUNICATION
TO ALLOW COMMUNICATION BETWEEN PARTIES SO THEIR CONCERNS AND PERSPECTIVES ARE GIVEN FOR EFFECTIVE FEEDBACK
UNIT TESTING
THESE TESTS ARE USED FOR CONTINUOUS FEEDBACK TO ACHIEVE QUALITY IMPROVEMENT AND ASSURANCE
USABILITY TESTING
AN EXPLORATORY TEST WHICH USES A TEST SUBJECT TO UNDERSTAND THE USABILITY OF SOFTWARE
USERS INVOLVEMENT
THE ACTIVE INVOLVEMENT OF USERS IN THE DEVELOPMENT CYCLE OF A PROJECT SO TEAM MEMBERS CAN RECEIVE FEEDBACK ABOUT THE USER’S REQUIREMENTS
USER STORY
AT LEAST ONE BUSINESS REQUIREMENT THAT INCREASES THE VALUE FOR THE USER
VALIDATION
THE WAY TO MAKE SURE THAT THE PRODUCT IS ACCEPTABLE TO THE CUSTOMER
VALUE
THE WORTH OF A PRODUCT, PROJECT, OR SERVICE
VALUE-BASED PRIORITIZATION
TO ALLOW THE PO OR CUSTOMER DETERMINE WHICH FUNCTION TO IMPLEMENT FIRST BASED ON THE VALUE IT DELIVERS
VALUE-DRIVEN DELIVERY
TO REALIZE THE VALUS NEEDED TO DELIVER A PROJECT
VALUE STEAM MAPPING
A TOOL USED TO ANALYZE A CHAIN OF PROCESSES WITH THE DESIRED OUTCOME OF ELIMINATING WASTE
VARIANCE
THE MEASUREMENT OF HOW FAR APART DATA IS FROM EACH OTHER
VELOCITY
THE TOTAL NUMBER OF FEATURES THAT A TEAM DELIVERS IN ITERATION
VERIFICATION
TO ENSURE THE PRODUCT MEETS REQUIREMENTS AND SPECIFICATIONS
VIRTUAL TEAM
A GEOGRAPHICALLY DISTRIBUTED GROUP THAT DOES NOT MEET PHYSICALLY
VISIBILITY
THE TEAM’S WORK AND PROGRESS MUST BE TRANSPARENT TO ALL STAKEHOLDERS
WAR ROOM
A SPACE WHERE THE TEAM CAN WORK AND COLLABORATE EFFECTIVELY
WATERFALL
RESISTANT TO CHANGE THAT REQUIRES HEAVY PLANNING AND SEQUENTIAL, TRADITIONAL APPRACH
WIDE-BAND DELPHI ESTIMATING
AN ESTIMATION TECHNIQUE FOR USER STORIES. THE PO PRESENTS USER STORIES & DISCUSSES CHALLENGES. EACH STORY’S ESTIMATES PLOTTED, AND THEN THE TEAM COMES TO AN AGREEMENT ON THE RANGE OF POINTS
WIP LIMITS
TO LIMIT WORK-IN-PROGRESS SO A TEAM CAN DO THE FOLLOWING:
- MAINTAIN FOCUS ON COMPLETING WORK
- MAINTAINING QUALITY
- DELIVERING VALUE
WIREFRAME
A LIGHTWEIGHT NON-FUNCTIONAL UI DESIGN THAT SHOWS THE CUSTOMER THE VITAL ELEMENTS AND HOW THEY WILL INTERACT BEFORE CODING
WIP
WORK IN PROGRESS- STORIES THAT HAVE STARED, WHICH ARE DISPLAYED TO SHOW PROGRESS AND WHAT STILL NEEDS TO BE COMPLETED
WORKFLOW
A SERIES OF PHASES OR STAGES THE TEAM HAS AGREED TO EXECUTE FOR A PROJECT
100-POINT METHOD
A METHOD THAT ALLOWS CUSTOMERS TO SCORE (TOTAL 100 POINTS) DIFFERENT FEATURES OF A PRODUCT