Agile Terms Flashcards

1
Q

Acceptance Test-Driven Development

A

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

Build test first then program around test

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

Active Listening

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

Affinity Estimation

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Vision Statement

A

Pre-Sprint Activity.

A statement that defines the purpose and value of the product

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

Product Road Map

A

A high level visual that shows how we get from start to finish of project.

Pre-Spint activity - controlled by product owner

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Osmotic Communication

A

Useful info flows from person to person by them overhearing a background coversations. Happens because you work in same room

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
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.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Epic Story

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

Empiricism

A

tells us “Knowledge comes from experience

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

Daily Scrum

A

a 15-minute event for the Developers of the Scrum Team. It is held at the same time and place every working day of the Sprint.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

How long are Sprints

A

2-4 weeks

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

Sprint Goal

A

the objective of the sprint. It provides guidance on why we’re building the increment

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

Only 3 roles in a Scrum Team

A

Product Owner

Scrum Master

Development team

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

Distributed Teams

A

when at least 1 team member is working off-site

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

Zero sum rewards

A

means only 1 person can win (employee of the month)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

User Story

A

Small chunk of business functionality within a feature that involves roughly 1-3 days of work

Should be 4-40 hours worth of work

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
17
Q

Candidate story

A

Potential user stories

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
18
Q

Use case

A

a description of all the ways an end-user wants to “use” a system. These “uses” are like requests of the system, and use cases describe what that system does in response to such requests. In other words, use cases describe the conversation between a system and its user(s), known as actors.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
19
Q

User Personas

A

(Gather Requirements Approach)

You write a fictional sketch of how a user would use a product.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
20
Q

DSDM Contracting (Dynamics System Development Method)

A

Hybrid approach between predictive and agile

Creates a fixed schedule, cost, and quality but still follows Agile framwork

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
21
Q

Graduated Fixed Price Contract

A

If the vendor gets done on time, they get paid for the agreed hourly rate

If they complete early, they get paid higher houry rate

If they finish late, they get paid lower hourly rate

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
22
Q

Gulf of Evaluation

A

the difference between what you said and what the individual understands. “Not clear on DoD” Customer asks for a certain solution and it could be misinterpreted because its not clear. You kind of take it in different direction than the customer actually wanted.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
23
Q

Value-Based Analysis

A

Business benefit minus the cost

Business benefit = $8,000

Cost equals $5,500

Value is $2,500

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
24
Q

Ideal Time

A

estimate with no interruptions (Ideally, we could complete this in 3 weeks if everything goes perfectly)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
25
Q

Iteration H

A

Comes at the end of the Agile Project

“H” for hardening ; cleaning things up, stabilize the code

This is where you’ll do the minimal documentation

Final Testing

26
Q

Architectural Spike

A

Timeboxed effort to test our approach (catch a problem with our process early)

Typically happens early on the project (in an early iteration)

Gives us chance to review our environment, development, architecture, etc so we dont keep building on a faulty process through all iterations as we move forward.

27
Q

Relative Sizing

A

To estimate the size of a story in comparison with another story (they are relatively the same size, so assign same points) Assigns points to each story

28
Q

Fibonacci Sequence

A

A technique agile teams use to provide numerical value to story points.

Each number in the sequence is the sum of the two numbers that precede it. So, the sequence goes: 0, 1, 1, 2, 3, 5, 8, 13, 21, 34, and so on.

21 points is largest story

29
Q

Velocity

A

How much work can the team get done in an iteration. The total number of story points that a team delivers in iteration.

30
Q

Pair programming

A

Team members share code and correct each other’s code

31
Q

4 roles for XP

A

Coach – mentor/guide/facilitator/communicator similar to the ScrumMaster

Customer – the individual who provides requirements priorities and direction for the project similar to the product owner

Programmer – the developers who write the code

Testers – Define and write the acceptability test

32
Q

Refactoring

A

Cleaning up the code
Removing duplicated code
Lowers or gets rid of coupling
Increasing cohesion

33
Q

MoSCoW Analysis

A

(Prioritization Scheme)- An analysis used to help stakeholders understand the importance of each requirement delivered.

MoSCoW is the acronym for:

Must have

Should have

Could have

Would like to have

34
Q

A minimum viable product (MVP)

A

A concept from Lean Startup that stresses the impact of learning in new product development.

35
Q

Kano Model

A

an analysis tool to explore and measure customer needs. It’s a way to identify the basic needs of customers, as well as performance and excitement requirements.

“Plus” sign model broken into 4 quadrants of different levels of satisfaction

36
Q

Dot Voting Or Multi Voting

A

Stakeholders gets a predetermined amount of dots and use the little dots and to vote on features

Example:

All stakeholders get 20 red dots and all the features are written on white board. All stakeholders get a chance to go up and put however many dots they want on preferred features

37
Q

100‐Point Method

A

Each stakeholder is allotted 100 points to use to vote on requirements

38
Q

Requirements Prioritization Model

A

Uses a scale of 1 to 9

Vote on the benefit, penalty (downside), cost, and risk of every feature

39
Q

Little’s Law

A

By limiting the work‐in‐progress teams complete work faster

If you have ten things in the WIP, your team will actually get through those 10 items slower than if you put 2 items in WIP at a time (More things on your list, the slower it takes to do each item)

40
Q

Exploratory Testing

A

Finding issues exploring around

41
Q

Technical Debt

A

When you have a backlog of work because you havent had regular clean‐up maintenance and standardization (shortcuts team has made -“We’ll just deal with it later”)

42
Q

Defect Cycle Time

A

the amount of time between when the defect was discovered and when the defect was fixed

43
Q

Lean Product Development

A

Maximizing customer value by eliminating waste.

44
Q

Duration of Sprint Planning

A

8 hours for 40 hour sprint

45
Q

Duration of Sprint Review

A

4 hours

46
Q

Duration Sprint Retrospective

A

3 hours

47
Q

When is the Sprint Goal completed

A

Pre-sprint. Right after sprint backlog is completed

48
Q

How long is daily scrum

A

15 minutes

49
Q

Agile teams are most effective if they have ___ or less people

A

9

50
Q

Graduated Time and Material contract

A

Higher hourly rate if done early and lower rate for late delivery

51
Q

Dynamic Scope Option

A

For contracts with fixed budget, customer can add features to the backlog if they remove something of equal size or larger.

Allows the customer to adjust scope as project goes on

52
Q

Team Augmentation

A

outsourcing strategy to hire skilled technical resources and manage them directly. Resources employed by vendor, but you can to manage them for short or long term “rental”

Eliminates need to hire full time employee

53
Q

Througput

A

the average number of units processed per time unit. In a Kanban system, examples can include “cards per day,” “cards per week,” or “cards per month.”

Term often used in Kanban - It is essentially “Velocity”

54
Q

Lead time (in Agile)

A

The amount of time it takes for a feature to go through the entire process (inception to delivery)

55
Q

Cycle Time

A

The amount of time from when a team begins to work on a feature to when it is finished.

56
Q

Physical Resource Assignments

A

document describing the expected resource utilization along iwth details such as type, amount, location, etc.

Control Resources Process

57
Q

Deming Cycle

A

“Plan, Do, Check, Act” - is a systematic process for gaining valuable learning and knowledge for the continual improvement

58
Q

Value Stream Mapping

A

Lean manufacturing technique used to analyze and improve the flow of materials and /or information during a project

59
Q

Activity Attributes

A

Project document that expands the description of an activity, including necessary resources to complete the activity, predecessor/successor, lead/lags, etc.

60
Q

DOE (Design of Experiments)

A

Used to find cause-and-effect relationships. Its a method to determine the relationship between factors

61
Q

Fishbowl Window

A

Setting up long-lived video conferencing links between various locations. People start link at beginning of workday and close at the end. Helps engage teams.

Techniques to consider for managing communication in dispersed teams

62
Q

Remote Pairing

A

Using virtual conferencing tools to share screens (including voice and video links). As long as time zones are accounted for, this is almost as effective as face to face communication.

Technique to consider for managing communication in dispersed teams