Agile terms Flashcards
ACP
Agile Certified Practitioner
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 in order to fulfil 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 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 Ex. Document, Code
ASD
Adaptive Software Development 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
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
A chart used to display progress during and at the end of iteration. “Burning down” means the backlog will lessen throughout the iteration
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
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 customer
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 success 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 systematic
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 Stand Up
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. Ex. 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 Negotiation
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: complies, runs without errors, and passes predefined acceptance 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 nine principles that involve business needs/value, active user involvement, empowered teams, frequent delivery, integrated testing, and 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 causes 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 an 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 Hygien
A theory that states factors in the workplace create satisfaction and dissatisfaction in relation to the job
High-Bandwidth Communicati
Face-to-face communication that also includes non-verbal communication
High Performing Team
This team reaches maximum performance by creation 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 upon 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