Agile Flashcards

1
Q

A3

A

A way of thinking and a systematic problem-solving process that collects the pertinent information on a single A3-size sheet of paper.

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2
Q

ATTD
Acceptance Test-Driven Development

A

A method of collaboratively creating acceptance test criteria that are used to create acceptance tests before delivery begins.

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3
Q

Agile

A

A term used to describe a mindset of values and principles as set forth in the Agile Manifesto.

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4
Q

Agile Coach

A

An individual with knowledge and experience in agile who can train, mentor, and guide organizations and teams through their transformation.

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5
Q

Agile Life Cycle

A

An approach that is both iterative and incremental to refine work items and deliver frequently.

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6
Q

Agile Manifesto

A

The original and official definition of agile values and principles.

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7
Q

Agile Mindset

A

A way of thinking and behaving underpinned by the four values and twelve principles of the Agile Manifesto.

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8
Q

Agile Practitioner

A

A person embracing the agile mindset who collaborates with like-minded colleagues in cross-functional teams. Also referred to as agilist.

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9
Q

Agile Principles

A

The twelve principles of agile project delivery as embodied in the Agile Manifesto.

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10
Q

Agile Unified Process

A

A simplistic and understandable approach to developing business application software using agile techniques and concepts. It is a simplified version of the Rational Unified Process (RUP)

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11
Q

Agilist

A

See Agile Practitioner

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12
Q

Anti-Pattern

A

A known, flawed pattern of work that is not adviseable.

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13
Q

Automated Code Quality Analysis

A

The scripted testing of codebase for bugs and vulnerabilities.

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14
Q

Backlog

A

See Product Backlog

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15
Q

Backlog Refinement

A

The progressive elaboration of project requirements and/or the ongoing activity in which the team collaboratively reviews, updates, and writes requirements to satisfy the need of the customer request.

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16
Q

BDD
Behavior-Driven Development

A

A system design and validation practice that uses test-first principles and English -like scripts.

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17
Q

Blended Agile

A

Two or more agile frameworks, methods, elements, or practices used together such as Scrum practiced in combination with XP and Kanban Method.

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18
Q

Blocker

A

See Impediment

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19
Q

Broken Comb

A

Refers to a person with various depths of specialization in multiple skills required by the team. Also known as Paint Drip. T-shaped and I-shaped.

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20
Q

Burndown Chart

A

A graphical representation of the work remaining versus the time left in timebox.

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21
Q

Burnup Chart

A

A graphical representation of the work completed toward the release of a product.

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22
Q

BRD
Business Requirement Documents

A

Listing all the requirements for a specific project.

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23
Q

Cadence
A rhythm of execution.

A

See also Timebox.

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24
Q

Collective Code Ownership

A

A project acceleration and collaboration technique whereby any team member is authorized to modify any project work product or deliverable, thus emphasizing team-wide ownership and accountability.

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25
Q

Continuous Delivery

A

The practice of delivering feature increments immediately to customers, often through the use of small batches of work and automation technology.

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26
Q

Continuous Integration

A

A practice in which each team member’s work.

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27
Q

Cross-Functional Team

A

A team that includes practitioners with all the skills necessary to deliver valuable products increments.

28
Q

Crystal Family of Methodologies

A

A collection of lightweight agile software development methods focused on adaptability to a particular circumstance.

29
Q

Daily Scrum

A

A brief, daily collaboration meeting in which the team reviews progress from the previous day, declares intentions for the current day, and highlights any obstacles encountered or anticipated. Also known as daily standup.

30
Q

DoD
Definition of Done

A

A team’s checklist of all the criteria required to be met so that a deliverable can be considered ready for customer use.

31
Q

DoR
Definition of Ready

A

A team’s checklist for a user-centric requirement that has all the information the team needs to be able to begin working on it.

32
Q

DevOps

A

A collection of practices for creating a smooth flow of delivery by improving collaboration between development and operations staff.

33
Q

DA
Disciplined Agile

A

A process decision framework that enables simplified process decisions around incremental and iterative solution delivery.

34
Q

Double Loop Learning

A

A process that challenges underlying values and assumptions in order to better elaborate root causes and devise improved countermeasures rather than focusing only on symptoms.

35
Q

DSDM
Dynamic Systems Development Method

A

An agile project delivery framework.

36
Q

EVO
Evolutionary Value Delivery

A

Openly credited as the first agile method that contains a specific component no other methods have: the focus on delivering multiple measurable value requirements to stakeholders.

37
Q

eXtreme Programming

A

An agile software development method that leads to higher quality software, a greater responsiveness to changing customer requirements, and more frequent releases in shorter cycles.

38
Q

Feature-Driven Development

A

A lightweight agile software development method driven from the perspective of features valued by clients.

39
Q

Fit for Purpose

A

A product that is suitable for its intended purpose.

40
Q

Fit for Use

A

A product that is useable in its current form to achieve its intended purpose.

41
Q

Flow Master

A

The coach for a team and service request manager working in a continuous flow or Kanban context. Equivalent to Scrum Master.

42
Q

Framework

A

A basic system or structure of ideas of facts that support an approach.

43
Q

Functional Requirement

A

A specific behavior that a product or service should perform.

44
Q

Functional Specification

A

A specific function that a system or application is required to perform. Typically represented in a functional specifications document.

45
Q

Hoshin Kanir

A

A strategy or policy deployment method.

46
Q

Hybrid Approach

A

A combination of two or more agile and non-agile elements, having a non-agile end result.

47
Q

IDEAL

A

An organizational improvement model that is named for the five phases it describes: initial, diagnosing, establishing, acting, and learning.

48
Q

Impact Mapping

A

A strategic planning technique that acts as a roadmap to the organization while building new products.

49
Q

Impediment

A

An obstacle that prevents the team from achieving its objectives. Also known as a blocker.

50
Q

Increment

A

A functional tested, and accepted deliverable that is a subset of the overall project outcome.

51
Q

Incremental Life Cycle

A

An approach that provides finished deliverables that the customer may be able to use immediately.

52
Q

Information Radiator

A

A visible, physical display that provides information to the rest of the organization enabling up-to-the-minute knowledge sharing without having to disturb the team.

53
Q

I-shaped

A

Refers to a person with a single deep area of specialization and no interest or skill in the rest of the skills required by the team. See also T-Shaped and Broken Comb.

54
Q

Iteration

A

A timeboxed cycle of development on a product or deliverable in which all the work that is needed to deliver value is performed.

55
Q

Iterative Life Cycle

A

An approach that allows feedback for unfinished work to improve and modify that work.

56
Q

Kaizen Events

A

Events aimed at improvement of the system.

57
Q

Kanban Board

A

A visualization toold that enables improvements to the flow of work by making bottlenecks and work quantities visible.

58
Q

Kanban Mehod

A

An agile method inspired by the original Kanban inventory control system and used specifically for knowledge work.

59
Q

LeSS
Large Scale Scrum

A

Large-Scale Scrum is a product development framework that extends Scrum with scaling guidelines while preserving the original purposes of Scrum.

60
Q

LSD
Lean Software Development

A

Lean software development is and adaptation of lean manufacturing principles and practices for achieving quality, speed, and customer alignment.

61
Q

Life Cycle

A

The process through which product is imagined, created, and put into use.

62
Q

Mobbing

A

A technique in which multiple team members focus simultaneously and coordinate their contribution on a particular work item.

63
Q

Organizational Bias

A

The preferences of an organization on a set of scales characterized by the following core values: exploration versus execution, speed versus stability, quantity versus quality, and flexibility versus predictabilty.

64
Q

Organizational Change Management

A

A comprehensive, cyclic, and structured approach or transitioning individuals, groups, and organizations from the current state to future state with intended business benefits