Agile Flashcards

1
Q

Sprint backlog

A

a list of work items your team plans to complete during a project sprint. These items are usually pulled from the product backlog during the sprint planning session.

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2
Q

Product backlog

A

a prioritized list of work for the development team that is derived from the roadmap and its requirements. The most important items are shown at the top of the product backlog so the team knows what to deliver first.

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3
Q

Product but up chart

A

a visual representation of a team’s work process. It displays the scope of a project and the work completed. Using a burn-up chart, a team can easily track their progress as they work towards completion of a sprint.

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4
Q

Sprint burn down chart

A

A chart that shows the amount of work that has been completed in an epic or sprint, and the total work remaining. Burndown charts are used to predict your team’s likelihood of completing their work in the time available. They’re also great for keeping the team aware of any scope creep that occurs.

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5
Q

Gulf of evaluation

A

the degree to which the system/artifact provide representations that can be directly perceived and interpreted in terms of the expectations and intentions of the user

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6
Q

Exploratory testing

A

an approach to software testing that is often described as simultaneous learning, test design, and execution. It focuses on discovery and relies on the guidance of the individual tester to uncover defects that are not easily covered in the scope of other tests.

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7
Q

User personas

A

An archetype user representing a set of similar end users described with their goals, motivations, and representative personal characteristics

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8
Q

Caves vs. Commons

A

Caves: private spaces for one on one phone calls or conversations

Commons: primary work area

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9
Q

Minimum viable product (MVP)

A

a product that has enough functionality and features so that early adopters are likely to use it or even purchase it.

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10
Q

Definition of done (DOD)

A

an agreement between a product team on the set of conditions that must be true in order to consider backlog items truly done.

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11
Q

Lead time

A

the time from the moment the customer makes a request to the time they receive something.

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12
Q

Cycle time

A

the time it takes the development team to work on the request and deliver it. Cycle time is a a subset of lead time

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13
Q

Defect cycle time

A

Amount of time between when the defect was discovered and when it was fixed

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14
Q

product owner

A

Designated person that represents the customer on the project

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15
Q

sprint planning meeting

A

meeting done by the agile team to determine what features will be done in the next sprint

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16
Q

sprint backlog

A

Work the team selects to get done in the next sprint

17
Q

daily stand up meeting

A

A quick meeting each day to discuss project statuses, led by the Scrum Master. Usually 15 minutes

18
Q

sprint

A

iteration

19
Q

sprint review

A

An inspection done at the end of the sprint by the customers

20
Q

retrospective

A

Meeting done to determine what went wrong during the sprint and what when right. Lesson learned for the sprint.

21
Q

partially completed product

A

Customers Demo the product and provides feedback. This feedback adjust the next Sprint priorities

22
Q

release

A

Several Sprints worth of work directed to operations for possible rollout and testing

23
Q

Timebox

A

a fixed maximum time period you define for a process within a project that has its own tasks, a goal, and deliverables

24
Q

Wideband Delphi

A

a consensus-based estimation technique for estimating effort. Useful when estimating time to do a task. Participation of experienced people and they individually estimating would lead to reliable results. People who would do the work are making estimates thus making valid estimates.

25
Q

Product vision box

A

practical and collaborative exercise, usually carried out at the beginning of a new project, that helps team members to define and internalize the vision.

26
Q

Coarse grained requirements

A

Not to get too much into detail when defining requirements

27
Q

Kaizen

A

a strategy where employees at all levels of a company work together proactively to achieve regular, incremental improvements to the manufacturing process. In a sense, it combines the collective talents within a company to create a powerful engine for improvement.

28
Q

Ideal time

A

the time it takes from a resource to complete a task without any distractions for example: what time takes you without any traffic or problems to drive from home to work?

29
Q

Planning poker

A

also known as “scrum poker” and “pointing poker”, is a gamified technique that development teams use to guess the effort of project management tasks. These estimations are based on the entire group’s input and consensus, making them more engaging and accurate than other methods.

30
Q

Risk burn down chart

A

tool that project managers can use to show graphically how risk could affect project completion. It is designed to show risks that could be detrimental to the project as well as risks that could improve the project’s completion.

31
Q

Agile improvement process

A

Plan, develop, evaluate, and learn

32
Q

Pre-Mortem

A

a managerial strategy in which a project team imagines that a project or organization has failed, and then works backward to determine what potentially could lead to the failure of the project or organization.