Agile - Alvin Vocabulary Flashcards

1
Q

Agile

A

Iterative approach to deliver a project, which focuses on delivering in INCREMENTAL steps.

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2
Q

Agile Release Planning

A

Gives a high level overview and timeline of the software’s release schedule, based upon the established Product Roadmap.

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3
Q

BurnDOWN Chart

A

A visual chart which tracks the REMAINING WORK throughout the number of story points completed in an iteration, and is used ot analyze the team’s velocity and completion date for remaining work.

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4
Q

BurnUP Chart

A

Visual graph that shows the work that has already been completed to release the product.

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5
Q

Caves and Commons

A

A team’s workspace and common area that facilitates collaboration, colocation, and a quiet environment for th eteam to work in.

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6
Q

Continuous Integration

A

Frequently incorporating the work in to the entire whole and retesting the product to confirm that the product still functions as intended.

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7
Q

Cumulative Flow Diagram

A

A stacked area graph used to track your team’s work which is being completed on the project, and helps identify bottlenecks.

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8
Q

Daily Standup / Daily Scrum

A

Daily meeting facilitated by the scrum master to discuss
1. What did I do since the last standup
2. What is the plan fo rworkign on today
3. What impediments am I experiencing?

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9
Q

Flow Based Agile

A

Team pulls features from a backlog, based upon the team’s available capacity. Features become available as soon as they are ready instead of from a timebox schedule.

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10
Q

Iteration Based Agile

A

Team works in iterations to deliver completed features. Iterations are of equal durations.

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11
Q

Minimum Viable Product (MVP)

A

A product which has MINIMAL FEATURES, which allows the team to iterate quickly and obtain customer feedback as early as possible.

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12
Q

Mobbing

A

The team members work together and contribute towards completing a specific task. Drives increased focus and completing the work. Prevents hand offs and waste. Next level version of ‘swarming’

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13
Q

Pair Programming

A

One programmer writes the code, while another inspects the code (while it’s being written). Allows for any issues to be detected while code is being created.

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14
Q

Planning Poker

A

Estimation technique used during spring planning to estimate effort for a User Story. Uses playing cards with numbers written on them, based on the Fibonacci sequence (1, 2, 3, 5, 8…)

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15
Q

Product Backlog

A

List of all the work which needs to be completed to finish creating the product.

Product Backlog vs Sprint Backlog

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16
Q

Product Owner

A

Scrum team
Represents the Voice of the Customer on a project and is the one who understands the customer’s needs and requirements. Key responsibility is prioritizing the backlog.

17
Q

Scrum Master

A

Person responsible for leading the team to implement the Scrum process. He or she should be fluent and knowledgable in what’s entailed with using Scrum. Acts as a servant leader to remove any roadblocks the team experiences.

18
Q

Spike

A

Short time-boxed window to ‘experiment’ with technical options and gain more knowledge. For example, risk-based spikes (to investigate & remove an issue) or archtectural spikes (team writes enough code to explore the use of a new technology)

19
Q

Sprint

A

Time-boxed period of 1-4 weeks in which the team finishes the work found within the Sprint Backlog.

20
Q

Sprint Backlog

A

Scrum artifact that lists features to develop for the upcoming sprint. Consists of prioritized items pulled from the Product Backlog.

21
Q

Sprint Planning Meeting

A

Scrum
Planning meeting used to determine which features will be performed in the upcoming sprint. This results in the development of a Sprint Backlog.

22
Q

Sprint Retrospective

A

Meeting used to review the team’s performance and determine what went right, what went wrong, and to conduct a ‘lessons learned’. This is typically held at the end of every sprint.

*not use to provide customer or product owner feedback about the product increment - focused on improving the scrum process and team performance for future sprints.
** vs sprint review

23
Q

Sprint Review

A

At the end of each sprint, the customer performs an inspection to review the product demo (also know as the product increment) which was developed during the sprint. Customer and Product Owner review to determine if it meets the user needs.

24
Q

Story Point

A

Metric used to establish the level of effort and difficulty to fully develop a User Story. What is the amount of effort and difficulty with completing a task.

25
Q

Swarming

A

An instance in which the team focus work together to resolve a task, issue, or a roadblock.

  • vs mobbing (need more info)
26
Q

Team Velocity

A

A term used to estimate the team’s speed - how much work can be completed during a Sprint?

27
Q

Technical Debt

A

Backlog of work caused by NOT performing regular clean up and poor coding. This is solved through a technique called Refactoring.

28
Q

Refactoring

A

Disciplined technique for restructuring an existing body of code, altering its internal structure without changing its external behavior. It encourages and supports incremental design and implementation, the conversion of proofs of concept and early code into more suitable, stable code.

29
Q

T-Shirt Sizing

A

Estimation technique used during Sprint planning to estimate how long a story will take. You assign a T-shirt size to each fetaure that represents the smallest to largest amount of work.

30
Q

User Story

A

A brief description of a feature described form the perspective of the person requesting the capability.

Ex: As a customer, I want to access the Shopping Cart so I can make purchases in the mobile app.

31
Q

Waterfall

A

Predictive / Traditional
Used when projects flow sequentially, planned in detail in the beginning before any work takes place.