Agile Flashcards

1
Q

ACP

A

Agile Certified Practitioner

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2
Q

Acceptance Test-Driven Development

A

A method used to communicate with business customers, developers, and testers before coding begins.

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3
Q

Active Listening

A

To focus on what is said and provide feedback to communicate understanding

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4
Q

Adaptive Leadership

A

A leadership style that helps teams to thrive and overcome challenges throughout a project.

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5
Q

Adaptive Software Development (ASD)

A

Exhibits continuous adaptation to the project and its processes with characteristics that include: mission-focused, feature-based, iterative, time-boxed, risk-driven, and change tolerant.

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6
Q

Affinity Estimation

A

A method used to quickly place user stories into a comparable-sized group.

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7
Q

Agile

A

To develop a goal through periodic experimentation in order to fulfill the need of a complex decision.

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8
Q

Agile Adaption

A

To adapt the project plan continuously through retrospectives in order to maximize value creation during the planning process.

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9
Q

Agile Certified Practitioner

A

Acceptance Test-Driven Development

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10
Q

Agile Coaching

A

To help achieve goals that are either personal or organizational.

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11
Q

Agile Experimentation

A

To use the empirical process, observation, and spike introduction while executing a project to influence planning.

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12
Q

Agile Manifesto

A

A statement that 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.

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13
Q

Agile Manifesto Principles

A

A document that describes the twelve principles of the Agile Manifesto.

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14
Q

Agile Manifesto: Collocated Team

A

To have individuals work together daily on a project to implement osmotic communication, focus, and receive instant feedback to achieve a common goal.

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15
Q

Agile Manifesto: Constant Pace

A

To help team members establish a healthy work-life balance, remain productive, and respond to changes swiftly for progress during a project.

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16
Q

Agile Manifesto: Continuous Attention

A

To enhance agility and time spent on work requirements in order to retain a well-balanced work environment.

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17
Q

Agile Manifesto: Customer Satisfaction

A

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.

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18
Q

Agile Manifesto: Face-to-Face Conversation

A

The most efficient and effective way to communicate in order to receive direct feedback and influence osmotic communication.

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19
Q

Agile Manifesto: Frequent Delivery

A

To deliver software frequently to the customer, allowing for a quicker product release, faster provision of value to the customer and shorter delivery timeframe.

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20
Q

Agile Manifesto: Motivated Individuals

A

To give individuals the empowerment, environment, support, and trust needed to complete a task successfully.

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21
Q

Agile Manifesto: Regular Reflection

A

This allows a team to learn how to become more effective, what changes need immediate implementation, and behavior that needs adjustment.

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22
Q

Agile Manifesto: Self-Organization

A

A team that knows how to complete tasks effectively, has dedication to the project and is an expert on the process and project.

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23
Q

Agile Manifesto: Simplicity

A

Allows team members to focus on what is necessary to achieve the requirements needed to create and deliver value to the project and customer.

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24
Q

Agile Manifesto: Welcome Changes

A

To allow quick responses to changes in the external environment, and late in development to maximize the customer’s competitive advantage.

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25
Q

Agile Manifesto: Working Software

A

Working software enables the measurement of progress, enhances customer satisfaction, and maintains and improves the quality of the software to help support project goals.

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26
Q

Agile Mentoring

A

To pass on and teach based on experience, knowledge, and skills to other individuals in the team or that work for the organization.

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27
Q

Agile Methodologies

A

A way to complete a goal effectively and efficiently. Examples of Agile Methodologies include XP, Scrum, and Lean.

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28
Q

Agile Modeling

A

A workflow depiction of a process or system a team can review before it is turned into code. Stakeholders should understand the model.

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29
Q

Agile Planning

A

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.

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30
Q

Agile Practices

A

To make use of the Agile principles through activities.

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31
Q

Agile Projects

A

A project that occurs based on the Agile Manifesto and Agile Principles.

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32
Q

Agile Smells

A

Symptoms of problems that affect Agile teams and projects.

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33
Q

Agile Space

A

A space that allows team members to establish collaboration, communication, transparency, and visibility.

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34
Q

Agile Themes

A

Themes used to help the team focus on the functions of iteration.

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35
Q

Agile Tooling

A

To increase team morale with software or artifacts.

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36
Q

Analysis

A

To develop possible solutions by studying the problem and its underlying need and to understand the information provided.

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37
Q

Approved Iterations

A

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.

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38
Q

Architectural Spikes

A

Spikes that relate to any area of a system, technology, or application domain that is unknown.

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39
Q

Artifact

A

A process or work output Ex. Document, Code

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40
Q

Automated Testing Tools

A

These tools allow for efficient and strong testing. Examples: Peer Reviews, Periodical Code-Reviews, Refactoring, Unit Tests, Automatic and Manual Testing.

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41
Q

Being Agile

A

To work in a responsive way to deliver the products or services a customer needs and when they want the products or services.

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42
Q

Brainstorming

A

An effective and efficient way of gathering ideas within a short period of time from a group.

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43
Q

Burn Rate

A

The rate of resources consumed by the team; also cost per iteration.

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44
Q

Burn-Down Chart

A

A chart used to display progress during and at the end of an iteration. “Burning down” means the backlog will lessen throughout the iteration.

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45
Q

Burn-Up Chart

A

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.

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46
Q

CARVER

A

An acronym to measure the goals and mission of the project with each letter meaning: Criticality, Accessibility, Return, Vulnerability, Effect, and Recognizability.

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47
Q

Ceremony

A

A meeting conducted during an Agile project that consists of daily stand-up, iteration planning, iteration review, and iteration retrospective.

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48
Q

Change

A

To change requirements that increase value to the customer.

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49
Q

Charter

A

A document created during initiation that formally begins the project. The document includes the project’s justification, a summary level budget, major milestones, critical success factors, constraints, assumptions, and authorization to do it.

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50
Q

Chicken

A

An individual involved but not committed to an Agile project.

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51
Q

Coach

A

A team role that keeps the team focused on learning and the process.

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52
Q

Collaboration

A

A method of cooperation among individuals to achieve a common goal.

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53
Q

Collective Code Ownership

A

The entire team together is responsible for 100% of the code.

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54
Q

Collocation

A

The entire team is physically present, working in one room.

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55
Q

Command & Control

A

Decisions created by higher-up individuals in the organization and handed over to the team.

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56
Q

Common Cause

A

An issue solved through trend analysis because the issue is systematic.

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57
Q

Communication

A

To share smooth and transparent information of needs.

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58
Q

Compliance

A

To meet regulations, rules, and standards.

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59
Q

Cone of Silence

A

An environment for the team that is free of distractions and interruptions.

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60
Q

Conflict

A

Disagreements in certain areas between individuals.

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61
Q

Conflict Resolution

A

An agreement made after a conflict.

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62
Q

Continuous Improvement

A

To ensure that self-assessment and process improvement occurs frequently to improve the product.

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63
Q

Continuous Integration

A

To consistently examine a team member’s work. To build, and test the entire system.

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64
Q

Coordination

A

To organize work with the goal of higher productivity and teamwork.

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65
Q

Cost Performance Index (CPI)

A

To measure the cost spent on a project and its efficiency. Earned Value / Actual Cost = CPI

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66
Q

Cross-Functional Team

A

Teams that consist of members who can multi-task well and complete various functions to achieve a common goal.

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67
Q

Crystal Family

A

An adaptable approach that focuses on the interaction between people and processes that consists of families that vary based on team size, system criticality, and project priorities.

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68
Q

Cumulative Flow Diagram

A

A chart that displays feature backlog, work-in-progress, and completed features.

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69
Q

Customer

A

The end-user who determines and emphasizes business values.

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70
Q

Customer-Valued Prioritization

A

To deliver the maximum customer value early in order to win customer loyalty and support.

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71
Q

Cycle Time

A

The time needed to complete a feature (user story).

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72
Q

Daily Stand Up

A

A brief meeting where the team shares the previous day’s achievements plans to make achievements, obstacles, and how to overcome the obstacles.

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73
Q

Decide As Late As Possible

A

To postpone decisions to determine possibilities and make the decision when the most amount of knowledge is available.

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74
Q

DEEP

A

The qualities of a product backlog include: detailed, estimate-able, emergent, and prioritized.

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75
Q

Deliverables

A

A tangible or intangible object delivered to the customer. Ex. Document, Pamphlet, Report

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76
Q

Disaggregation

A

To separate epics or large stories into smaller stories.

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77
Q

Dissatisfaction

A

The lack of satisfaction among workers such as work conditions, salary, and management-employee relationships. Factors are known as demotivators.

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78
Q

Distributive Negotiation

A

To reach a deal through tactics so both parties receive the highest amount of value possible.

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79
Q

Done

A

When work is complete and meets the following criteria: complies, runs without errors, and passes predefined acceptance and regression tests.

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80
Q

Dot Voting

A

A system of voting where people receive a certain number of dots to vote on the options provided.

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81
Q

Dynamic Systems Development Model (DSDM)

A

A model that provides a comprehensive foundation for planning, managing, executing, and scaling agile and iterative software development projects based on nine principles that involve business needs/value, active user involvement, empowered teams, frequent delivery, integrated testing, and stakeholder collaboration.

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82
Q

Earned Value Management (EVM)

A

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.

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83
Q

Emergent

A

Stories that grow and change over time as other stories reach completion in the backlog.

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84
Q

Emotional Intelligence

A

An individual’s skill to lead and relate to other team members.

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85
Q

Epic Story

A

A large story that spans iterations then disaggregated into smaller stories.

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86
Q

Escaped Defects

A

Defects reported after the delivery by the customer.

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87
Q

Expectancy Theory

A

An individual chooses to behave in a particular way over other behaviors because of the expected results of the chosen behavior.

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88
Q

Exploratory Testing

A

To inquire how the software works with the use of test subjects using the software and asking questions about the software.

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89
Q

Extreme Persona

A

A team-manufactured persona that exaggerates to induce requirements a standard persona may miss.

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90
Q

eXtreme Programming (XP)

A

A methodology in Agile with one-week iterations and paired development.

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91
Q

Feature

A

A group of stories that deliver value to the customers.

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92
Q

Feature-Driven Development (FDD)

A

A comprehensive model and list of features included in the system before the design work begins.

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93
Q

Feedback

A

Information or responses towards a product or project used to make improvements.

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94
Q

Fibonacci Sequence

A

The traditional Fibonacci sequence is 1, 2, 3, 5, 8, 13, 21, 34, and so on. In Agile projects, this sequence is modified. The modified Fibonacci sequence is 0, 1, 2, 3, 5, 8, 13, 20, 40, 100 - it is used to estimate the relative size of User Stories in terms of Story Points.

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95
Q

Finish Tasks One by One

A

Tasks must be finished in all iterations to meet the “Definition of Done” requirements as a way to track progress and allow frequent delivery.

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96
Q

Fishbone Diagram

A

A root cause diagram.

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97
Q

Five Whys

A

The root causes analysis technique that asks WHY five times. The problem is looked into deeper each time WHY is asked. Toyota developed this technique.

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98
Q

Fixed Time Box

A

Assigned tasks prioritized for completion based on an estimated number of days. Top priorities are usually completed first.

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99
Q

Focus

A

To stay on task, and is facilitated by the scrum master or coach.

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100
Q

Force Field Analysis

A

To analyze forces that encourage or resist change.

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101
Q

Functionality

A

An action the customer must see and experience from a system, which will add value to the customer.

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102
Q

Grooming

A

To clean up the product backlog by removal of items, disaggregation of items, or estimation of items.

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103
Q

Ground Rules

A

Unwritten rules decided and followed by team members.

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104
Q

Herzberg’s Hygiene Theory

A

A theory that states factors in the workplace create satisfaction and dissatisfaction in relation to the job.

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105
Q

High Performing Team

A

This team reaches maximum performance by creating of clear, detailed goals, open communication, accountability, empowerment, use of the participatory decision model, and the team consists of twelve dedicated members or fewer.

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106
Q

High-Bandwidth Communication

A

Face-to-face communication also includes non-verbal communication.

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107
Q

Ideal Time

A

The amount of time needed to complete an assignment without distractions or interruptions.

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108
Q

Incremental Delivery

A

Functionality conveyed in small phases.

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109
Q

Incremental Project Releases

A

To build upon the prior release of a goal, outcome, or product, not all requirements are met, but after all releases, the requirements will be met.

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110
Q

Information Radiator

A

Artifacts used to help maintain transparency of project status to team members and stakeholders.

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111
Q

Information Refrigerator

A

Information that is not transparent or useful to the team and stakeholders.

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112
Q

Innovation Games

A

A practice used to induce requirements from product, owners, users, and stakeholders.

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113
Q

Integrative Negotiation

A

To reach an agreement collaboratively that creates more value for both parties by a win-win solution. 0

114
Q

Interaction

A

Face-to-Face communication

115
Q

Intraspectives

A

To inspect within, during a meeting with the Agile team to review practices, usually when a problem or issue occurs.

116
Q

Intrinsic Schedule Flaw

A

Poor estimation occurs at the beginning of the iteration.

117
Q

INVEST

A

The benefits of good user stories, which include: Independent, Negotiable, Valuable, Estimate-able, Small, and Testable.

118
Q

IRR

A

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 the potential profitability of project or investment.

119
Q

Iteration

A

Work cycle, Scrum uses 2-4 weeks, XP uses 1 week.

120
Q

Iteration 0

A

Iteration to complete tasks before the development work occurs, for technical and architectural spikes, and to gather requirements into the backlog.

121
Q

Iteration Backlog

A

Work to complete in a particular iteration.

122
Q

Iteration H

A

Iteration used to prepare the launch of software and to test software.

123
Q

Iteration Retrospective

A

A meeting used in Scrum, the team discusses ways to improve after work is completed.

124
Q

Just-In-Time

A

Used to minimize inventory cost by materials delivered before they are required.

125
Q

Kaizen

A

Based on Japanese management philosophy, to continuous improvement through small releases.

126
Q

Kanban

A

A signal used to advance transparency of work-in-progress, a new task can begin once a previous one is complete.

127
Q

Kanban Board

A

A chart that shows workflow stages to locate work-in-progress.

128
Q

Kano Analysis

A

An analysis of product development and customer satisfaction based on needs fulfilled/not fulfilled vs. satisfaction/dissatisfaction.

129
Q

Last Responsible Moment

A

To make decisions as late as possible in order to preserve all possible options.

130
Q

Lean Methodology

A

To eliminate waste, an Agile method derived from manufacturing.

131
Q

Lean Software Development (LSD)

A

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 value in small batches. Principles of Lean include: elimination of waste, amplify learning, to decide late as possible, deliver as fast as possible, empowerment the team, building integrity, and seeing the whole.

132
Q

Little’s Law

A

The law limits work-in-progress efficiently with the development of an appropriate cycle time.

133
Q

Low Performing Team

A

This team has a lack of trust, no accountability, fear of conflict, less commitment, and less attention to details and results.

134
Q

Maslow’s Hierarchy of Needs

A

This theory suggests the interdependent needs (motivators) of people based on five levels in this order: Physiological, Safety & Security, Social, Esteem, and Self-Actualization.

135
Q

Metaphor

A

To explain how a project will be completed successfully to stakeholders by use of real-world examples of systems and components.

136
Q

Minimal Marketing Feature (MMF)

A

The smallest feature of a product that provides value to the end-user.

137
Q

Minimal Viable Product (MVP)

A

A product with only the essential features delivered to early adopters to receive feedback.

138
Q

Monopoly Money

A

To give fake money to business features in order to compare the relative priority of those features.

139
Q

MoSCoW Analysis

A

An analysis used to help stakeholders understand the importance of each requirement delivered. MoSCoW is the acronym for Must have, Should have, Could have, and Would like to have.

140
Q

Negotiation

A

To reach an agreement between two or more parties to resolve a conflict.

141
Q

Agile Certified Practitioner abbreviation

A

ACP

142
Q

A method used to communicate with business customers, developers, and testers before coding begins.

A

Acceptance Test-Driven Development

143
Q

To focus on what is said and provide feedback to communicate understanding

A

Active Listening

144
Q

A leadership style that helps teams to thrive and overcome challenges throughout a project.

A

Adaptive Leadership

145
Q

Exhibits continuous adaptation to the project and its processes with characteristics that include: mission-focused, feature-based, iterative, time-boxed, risk-driven, and change tolerant.

A

Adaptive Software Development (ASD)

146
Q

A method used to quickly place user stories into a comparable-sized group.

A

Affinity Estimation

147
Q

To develop a goal through periodic experimentation in order to fulfill the need of a complex decision.

A

Agile

148
Q

To adapt the project plan continuously through retrospectives in order to maximize value creation during the planning process.

A

Agile Adaption

149
Q

Acceptance Test-Driven Development

A

Agile Certified Practitioner

150
Q

To help achieve goals that are either personal or organizational.

A

Agile Coaching

151
Q

To use the empirical process, observation, and spike introduction while executing a project to influence planning.

A

Agile Experimentation

152
Q

A statement that 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.

A

Agile Manifesto

153
Q

A document that describes the twelve principles of the Agile Manifesto.

A

Agile Manifesto Principles

154
Q

To have individuals work together daily on a project to implement osmotic communication, focus, and receive instant feedback to achieve a common goal.

A

Agile Manifesto: Collocated Team

155
Q

To help team members establish a healthy work-life balance, remain productive, and respond to changes swiftly for progress during a project.

A

Agile Manifesto: Constant Pace

156
Q

To enhance agility and time spent on work requirements in order to retain a well-balanced work environment.

A

Agile Manifesto: Continuous Attention

157
Q

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.

A

Agile Manifesto: Customer Satisfaction

158
Q

The most efficient and effective way to communicate in order to receive direct feedback and influence osmotic communication.

A

Agile Manifesto: Face-to-Face Conversation

159
Q

To deliver software frequently to the customer, allowing for a quicker product release, faster provision of value to the customer and shorter delivery timeframe.

A

Agile Manifesto: Frequent Delivery

160
Q

To give individuals the empowerment, environment, support, and trust needed to complete a task successfully.

A

Agile Manifesto: Motivated Individuals

161
Q

This allows a team to learn how to become more effective, what changes need immediate implementation, and behavior that needs adjustment.

A

Agile Manifesto: Regular Reflection

162
Q

A team that knows how to complete tasks effectively, has dedication to the project and is an expert on the process and project.

A

Agile Manifesto: Self-Organization

163
Q

Allows team members to focus on what is necessary to achieve the requirements needed to create and deliver value to the project and customer.

A

Agile Manifesto: Simplicity

164
Q

To allow quick responses to changes in the external environment, and late in development to maximize the customer’s competitive advantage.

A

Agile Manifesto: Welcome Changes

165
Q

Working software enables the measurement of progress, enhances customer satisfaction, and maintains and improves the quality of the software to help support project goals.

A

Agile Manifesto: Working Software

166
Q

To pass on and teach based on experience, knowledge, and skills to other individuals in the team or that work for the organization.

A

Agile Mentoring

167
Q

A way to complete a goal effectively and efficiently. Examples of Agile Methodologies include XP, Scrum, and Lean.

A

Agile Methodologies

168
Q

A workflow depiction of a process or system a team can review before it is turned into code. Stakeholders should understand the model.

A

Agile Modeling

169
Q

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.

A

Agile Planning

170
Q

To make use of the Agile principles through activities.

A

Agile Practices

171
Q

A project that occurs based on the Agile Manifesto and Agile Principles.

A

Agile Projects

172
Q

Symptoms of problems that affect Agile teams and projects.

A

Agile Smells

173
Q

A space that allows team members to establish collaboration, communication, transparency, and visibility.

A

Agile Space

174
Q

Themes used to help the team focus on the functions of iteration.

A

Agile Themes

175
Q

To increase team morale with software or artifacts.

A

Agile Tooling

176
Q

To develop possible solutions by studying the problem and its underlying need and to understand the information provided.

A

Analysis

177
Q

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.

A

Approved Iterations

178
Q

Spikes that relate to any area of a system, technology, or application domain that is unknown.

A

Architectural Spikes

179
Q

A process or work output Ex. Document, Code

A

Artifact

180
Q

These tools allow for efficient and strong testing. Examples: Peer Reviews, Periodical Code-Reviews, Refactoring, Unit Tests, Automatic and Manual Testing.

A

Automated Testing Tools

181
Q

To work in a responsive way to deliver the products or services a customer needs and when they want the products or services.

A

Being Agile

182
Q

An effective and efficient way of gathering ideas within a short period of time from a group.

A

Brainstorming

183
Q

The rate of resources consumed by the team; also cost per iteration.

A

Burn Rate

184
Q

A chart used to display progress during and at the end of an iteration. “Burning down” means the backlog will lessen throughout the iteration.

A

Burn-Down Chart

185
Q

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.

A

Burn-Up Chart

186
Q

An acronym to measure the goals and mission of the project with each letter meaning: Criticality, Accessibility, Return, Vulnerability, Effect, and Recognizability.

A

CARVER

187
Q

A meeting conducted during an Agile project that consists of daily stand-up, iteration planning, iteration review, and iteration retrospective.

A

Ceremony

188
Q

To change requirements that increase value to the customer.

A

Change

189
Q

A document created during initiation that formally begins the project. The document includes the project’s justification, a summary level budget, major milestones, critical success factors, constraints, assumptions, and authorization to do it.

A

Charter

190
Q

An individual involved but not committed to an Agile project.

A

Chicken

191
Q

A team role that keeps the team focused on learning and the process.

A

Coach

192
Q

A method of cooperation among individuals to achieve a common goal.

A

Collaboration

193
Q

The entire team together is responsible for 100% of the code.

A

Collective Code Ownership

194
Q

The entire team is physically present, working in one room.

A

Collocation

195
Q

Decisions created by higher-up individuals in the organization and handed over to the team.

A

Command & Control

196
Q

An issue solved through trend analysis because the issue is systematic.

A

Common Cause

197
Q

To share smooth and transparent information of needs.

A

Communication

198
Q

To meet regulations, rules, and standards.

A

Compliance

199
Q

An environment for the team that is free of distractions and interruptions.

A

Cone of Silence

200
Q

Disagreements in certain areas between individuals.

A

Conflict

201
Q

An agreement made after a conflict.

A

Conflict Resolution

202
Q

To ensure that self-assessment and process improvement occurs frequently to improve the product.

A

Continuous Improvement

203
Q

To consistently examine a team member’s work. To build, and test the entire system.

A

Continuous Integration

204
Q

To organize work with the goal of higher productivity and teamwork.

A

Coordination

205
Q

To measure the cost spent on a project and its efficiency. Earned Value / Actual Cost = CPI

A

Cost Performance Index (CPI)

206
Q

Teams that consist of members who can multi-task well and complete various functions to achieve a common goal.

A

Cross-Functional Team

207
Q

An adaptable approach that focuses on the interaction between people and processes that consists of families that vary based on team size, system criticality, and project priorities.

A

Crystal Family

208
Q

A chart that displays feature backlog, work-in-progress, and completed features.

A

Cumulative Flow Diagram

209
Q

The end-user who determines and emphasizes business values.

A

Customer

210
Q

To deliver the maximum customer value early in order to win customer loyalty and support.

A

Customer-Valued Prioritization

211
Q

The time needed to complete a feature (user story).

A

Cycle Time

212
Q

A brief meeting where the team shares the previous day’s achievements plans to make achievements, obstacles, and how to overcome the obstacles.

A

Daily Stand Up

213
Q

To postpone decisions to determine possibilities and make the decision when the most amount of knowledge is available.

A

Decide As Late As Possible

214
Q

The qualities of a product backlog include: detailed, estimate-able, emergent, and prioritized.

A

DEEP

215
Q

A tangible or intangible object delivered to the customer. Ex. Document, Pamphlet, Report

A

Deliverables

216
Q

To separate epics or large stories into smaller stories.

A

Disaggregation

217
Q

The lack of satisfaction among workers such as work conditions, salary, and management-employee relationships. Factors are known as demotivators.

A

Dissatisfaction

218
Q

To reach a deal through tactics so both parties receive the highest amount of value possible.

A

Distributive Negotiation

219
Q

When work is complete and meets the following criteria: complies, runs without errors, and passes predefined acceptance and regression tests.

A

Done

220
Q

A system of voting where people receive a certain number of dots to vote on the options provided.

A

Dot Voting

221
Q

A model that provides a comprehensive foundation for planning, managing, executing, and scaling agile and iterative software development projects based on nine principles that involve business needs/value, active user involvement, empowered teams, frequent delivery, integrated testing, and stakeholder collaboration.

A

Dynamic Systems Development Model (DSDM)

222
Q

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.

A

Earned Value Management (EVM)

223
Q

Stories that grow and change over time as other stories reach completion in the backlog.

A

Emergent

224
Q

An individual’s skill to lead and relate to other team members.

A

Emotional Intelligence

225
Q

A large story that spans iterations then disaggregated into smaller stories.

A

Epic Story

226
Q

Defects reported after the delivery by the customer.

A

Escaped Defects

227
Q

An individual chooses to behave in a particular way over other behaviors because of the expected results of the chosen behavior.

A

Expectancy Theory

228
Q

To inquire how the software works with the use of test subjects using the software and asking questions about the software.

A

Exploratory Testing

229
Q

A team-manufactured persona that exaggerates to induce requirements a standard persona may miss.

A

Extreme Persona

230
Q

A methodology in Agile with one-week iterations and paired development.

A

eXtreme Programming (XP)

231
Q

A group of stories that deliver value to the customers.

A

Feature

232
Q

A comprehensive model and list of features included in the system before the design work begins.

A

Feature-Driven Development (FDD)

233
Q

Information or responses towards a product or project used to make improvements.

A

Feedback

234
Q

The traditional Fibonacci sequence is 1, 2, 3, 5, 8, 13, 21, 34, and so on. In Agile projects, this sequence is modified. The modified Fibonacci sequence is 0, 1, 2, 3, 5, 8, 13, 20, 40, 100 - it is used to estimate the relative size of User Stories in terms of Story Points.

A

Fibonacci Sequence

235
Q

Tasks must be finished in all iterations to meet the “Definition of Done” requirements as a way to track progress and allow frequent delivery.

A

Finish Tasks One by One

236
Q

A root cause diagram.

A

Fishbone Diagram

237
Q

The root causes analysis technique that asks WHY five times. The problem is looked into deeper each time WHY is asked. Toyota developed this technique.

A

Five Whys

238
Q

Assigned tasks prioritized for completion based on an estimated number of days. Top priorities are usually completed first.

A

Fixed Time Box

239
Q

To stay on task, and is facilitated by the scrum master or coach.

A

Focus

240
Q

To analyze forces that encourage or resist change.

A

Force Field Analysis

241
Q

An action the customer must see and experience from a system, which will add value to the customer.

A

Functionality

242
Q

To clean up the product backlog by removal of items, disaggregation of items, or estimation of items.

A

Grooming

243
Q

Unwritten rules decided and followed by team members.

A

Ground Rules

244
Q

A theory that states factors in the workplace create satisfaction and dissatisfaction in relation to the job.

A

Herzberg’s Hygiene Theory

245
Q

This team reaches maximum performance by creating of clear, detailed goals, open communication, accountability, empowerment, use of the participatory decision model, and the team consists of twelve dedicated members or fewer.

A

High Performing Team

246
Q

Face-to-face communication also includes non-verbal communication.

A

High-Bandwidth Communication

247
Q

The amount of time needed to complete an assignment without distractions or interruptions.

A

Ideal Time

248
Q

Functionality conveyed in small phases.

A

Incremental Delivery

249
Q

To build upon the prior release of a goal, outcome, or product, not all requirements are met, but after all releases, the requirements will be met.

A

Incremental Project Releases

250
Q

Artifacts used to help maintain transparency of project status to team members and stakeholders.

A

Information Radiator

251
Q

Information that is not transparent or useful to the team and stakeholders.

A

Information Refrigerator

252
Q

A practice used to induce requirements from product, owners, users, and stakeholders.

A

Innovation Games

253
Q

To reach an agreement collaboratively that creates more value for both parties by a win-win solution. 0

A

Integrative Negotiation

254
Q

Face-to-Face communication

A

Interaction

255
Q

To inspect within, during a meeting with the Agile team to review practices, usually when a problem or issue occurs.

A

Intraspectives

256
Q

Poor estimation occurs at the beginning of the iteration.

A

Intrinsic Schedule Flaw

257
Q

The benefits of good user stories, which include: Independent, Negotiable, Valuable, Estimate-able, Small, and Testable.

A

INVEST

258
Q

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 the potential profitability of project or investment.

A

IRR

259
Q

Work cycle, Scrum uses 2-4 weeks, XP uses 1 week.

A

Iteration

260
Q

Iteration to complete tasks before the development work occurs, for technical and architectural spikes, and to gather requirements into the backlog.

A

Iteration 0

261
Q

Work to complete in a particular iteration.

A

Iteration Backlog

262
Q

Iteration used to prepare the launch of software and to test software.

A

Iteration H

263
Q

A meeting used in Scrum, the team discusses ways to improve after work is completed.

A

Iteration Retrospective

264
Q

Used to minimize inventory cost by materials delivered before they are required.

A

Just-In-Time

265
Q

Based on Japanese management philosophy, to continuous improvement through small releases.

A

Kaizen

266
Q

A signal used to advance transparency of work-in-progress, a new task can begin once a previous one is complete.

A

Kanban

267
Q

A chart that shows workflow stages to locate work-in-progress.

A

Kanban Board

268
Q

An analysis of product development and customer satisfaction based on needs fulfilled/not fulfilled vs. satisfaction/dissatisfaction.

A

Kano Analysis

269
Q

To make decisions as late as possible in order to preserve all possible options.

A

Last Responsible Moment

270
Q

To eliminate waste, an Agile method derived from manufacturing.

A

Lean Methodology

271
Q

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 value in small batches. Principles of Lean include: elimination of waste, amplify learning, to decide late as possible, deliver as fast as possible, empowerment the team, building integrity, and seeing the whole.

A

Lean Software Development (LSD)

272
Q

The law limits work-in-progress efficiently with the development of an appropriate cycle time.

A

Little’s Law

273
Q

This team has a lack of trust, no accountability, fear of conflict, less commitment, and less attention to details and results.

A

Low Performing Team

274
Q

This theory suggests the interdependent needs (motivators) of people based on five levels in this order: Physiological, Safety & Security, Social, Esteem, and Self-Actualization.

A

Maslow’s Hierarchy of Needs

275
Q

To explain how a project will be completed successfully to stakeholders by use of real-world examples of systems and components.

A

Metaphor

276
Q

The smallest feature of a product that provides value to the end-user.

A

Minimal Marketing Feature (MMF)

277
Q

A product with only the essential features delivered to early adopters to receive feedback.

A

Minimal Viable Product (MVP)

278
Q

To give fake money to business features in order to compare the relative priority of those features.

A

Monopoly Money

279
Q

An analysis used to help stakeholders understand the importance of each requirement delivered. MoSCoW is the acronym for Must have, Should have, Could have, and Would like to have.

A

MoSCoW Analysis

280
Q

To reach an agreement between two or more parties to resolve a conflict.

A

Negotiation