Cards Flashcards

1
Q

Accountability

A

“Buck stops here” position for any task or activity – who is ultimately going to be held accountable for something

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2
Q

ACT

A

Acronym for Agile Champions Team – a team that evangelizes Agile across the organization

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3
Q

ADAPT

A

Acronym for Awareness, Desire, Ability, Promotion, Transfer: A model that describes necessary conditions for success of Agile adoption

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4
Q

All-In pattern

A

A pattern for agile adoption wherein the entire organization goes in for agile adoption all at the same time (as opposed to Small pilot – see below)

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5
Q

Analysts

A

Usually meant to refer to business analysts who translate business requirements into system requirements

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6
Q

Anti-pattern

A

A symptom of a deeper dysfunction that indicates improper or incorrect implementation

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7
Q

Architect

A

Usually meant to refer to Technical architects, who establish the design patterns and provide the technology roadmap to the team

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8
Q

Assessments

A

Questionnaires or evaluation methods to ascertain the level of maturity in a certain discipline – e.g. Agile assessment

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9
Q

ATDD

A

Acceptance Test Driven Development – a pattern of working that emphasizes writing the acceptance tests before even writing the code

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10
Q

Backlog

A

A collection of “work items” that the team can work on, resulting in additional value to the team

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11
Q

Balanced scorecards

A

A system of measuring the health of a system from various points of view to get a holistic view

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12
Q

Big room

A

A pattern for running sprint planning meetings for multiple scrum teams working on the same project

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13
Q

Card (or story card)

A

Representing an index card (usually 3X5 inches or 4X6 inches) on which a story is written

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14
Q

CDE

A

Acronym for Containers, Differences and Exchanges – constraints within which a self-organized team operates

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15
Q

C-FORC

A

Acronym for Commitment, Focus, Openness, Respect, Courage – the values of Scrum

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16
Q

Chief Product Owner

A

A title often given to the manager of all the product owners working on a single (large or enterprise scale) product

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17
Q

Coach

A

Analogous to a sports trainer or coach – usually indicating a team’s mentor either on a technology or a process

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18
Q

Collective ownership

A

The notion that the whole team is collectively responsible and accountable for the success or failure

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19
Q

Commitment

A

The team “signing up” to deliver to a certain plan – either a sprint or a release plan

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20
Q

Commitment driven planning

A

A method of planning that you can only add as many work items to a sprint or a release as the team is willing to make a commitment towards

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21
Q

Communities of practice

A

A collection (usually informal) of team members who share a specific skill or practice (e.g. automation testers)

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22
Q

Compliance

A

Demonstrate adherence (usually mandatory) to a certain standard or framework (e.g. ISO 9000)

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23
Q

Conditions of satisfaction

A

Usually intended to mean acceptance tests or criteria that will be used to ascertain whether a certain requirement is met

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24
Q

Continuous integration

A

An extreme programming practice that believes the code should be always integrated and maintained in usable condition (used in conjunction with automated testing)

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25
Q

Cross-functional teams

A

A team containing diversity of skills that enables it to deliver a finished increment of product; adding tangible value on its own

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26
Q

Daily Standup; Daily Scrum

A

Term used to describe a daily meeting of the Scrum team

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27
Q

Dependencies

A

A requirement or condition that needs to be fulfilled before something can happen

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28
Q

Diehards

A

Opponents of Scrum who are too much in love with the current methodology

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29
Q

Distributed teams

A

Teams that are geographically dispersed (opposite of collocated)

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30
Q

Epic

A

A large or aggregated user story that captures a major requirement or theme for a project

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31
Q

Estimate

A

Forecast or educated guess about the effort or time required to accomplish some work

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32
Q

ETC

A

Acronym for Enterprise Transition Community (or Committee) – a team that manages and steers an organization’s agile transformation

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33
Q

FDD

A

Acronym for Feature Driven Development - a development methodology founded by Jeff DeLuca

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34
Q

Feature Teams

A

An adaptation of FDD that is used on many methodology that aligns formation of teams along features to be developed

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35
Q

Feedback

A

Informed opinion about some activity or work or process that will help improve it going forward

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36
Q

Followers

A

Passive opponents of the scrum methodology who like to follow the old methods

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37
Q

Functional managers

A

Managers who have reporting authority over the team members, i.e. who own the resources

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38
Q

Goal

A

Description of the end state or where we want to end up

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39
Q

Grooming (of backlog)

A

An activity that involves paying attention to – clarifying, estimating and adding more details (to the user stories in the backlog)

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40
Q

Grow and Split

A

One of the models of expanding Scrum adoption, where the team grows to an extent that it eventually needs to be split into multiple teams

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41
Q

Human Resources

A

Refers to the team members or the department in the organization that is responsible for providing systems and support to the team members

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42
Q

Humility

A

One of the desired attributes of a scrum master; to be able to put the team ahead of self (e.g. let the team take credit for the work)

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43
Q

IC

A

Acronym for Improvement Committees – often formed in an organization’s Scrum transformation to improve a specific area (e.g. Agile Testing)

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44
Q

IND

A

Short for Individualism – one of the parameters for assessing and quantifying cultural differences

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45
Q

Integration

A

Activity of combining the different elements of the system to build the entire system into a deployment ready state

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46
Q

Integration Team

A

A team dedicated to carry out integration activities and overcoming challenges found during integration

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47
Q

Iron Triangle

A

A term sometimes used to describe the Triple constraints on a project, viz. Scope, Cost and Time

48
Q

Kickoff Meeting

A

A meeting of all the team members and stakeholders at the beginning of a project – to get everybody aligned around the goals of the project

49
Q

Knowledge

A

One of the attributes necessary for being successful, e.g. as a scrum master – knowing the Scrum methodology

50
Q

Lateral communication

A

Another way of describing communication that follows informal channels (as in distributed teams)

51
Q

Lateral thinking

A

Pattern of thinking that is used to encourage diverse and innovative ideas

52
Q

Manual Testing

A

Testing that is done by hand by a tester

53
Q

Metrics

A

A measure or indicator that is used to quantify something

54
Q

Multi-tasking

A

A way of working that requires working on multiple tasks at the same time

55
Q

Organizational gravity

A

The idea that a new idea will meet some resistance and eventually be weighed down by the inertia of the organization

56
Q

Osmotic communication

A

Communication that spreads through currents, not just to the direct recipients but those who overhear or are in the cc. list

57
Q

Pair programming

A

Style of programming where two programmers share a terminal – one drives the coding and the other observes and provides real time feedback

58
Q

Pattern

A

A recognizable method or formation that gives a more predictable or intended outcome

59
Q

PDI

A

Acronym for Power-Distance-Index; one of the attributes of quantifying cultural differences

60
Q

Pilot Project

A

A project that is chosen to test out a new method or process (e.g. pilot project for Scrum adoption)

61
Q

PMO

A

Acronym for Project Management Office – a committee that maintains the project management processes, templates and guidelines in an organization

62
Q

Potentially Shippable

A

System that is ready to be shipped to the customers if required

63
Q

Product Backlog

A

A collection – usually in priority order - of all the work items related to a product that add value to a customer

64
Q

Productivity

A

A measure of the amount of output that can be generated by a team or an individual or an organization

65
Q

Product line owner

A

Usually higher designation than Product owner, somebody who owns the backlog for an entire product line

66
Q

Product Owner

A

A role in the Scrum methodology that is responsible for creating and maintaining the product backlog, roadmap and provide clarity to the team

67
Q

Public display of agility

A

A method of adopting Agile where you make it known to all that the team is practicing agile (as opposed to a stealth transition)

68
Q

Quality

A

Sometimes defined as conformance to requirements and fitness of use. A way to measure the suitability of the product for a certain need

69
Q

Refactoring

A

Changing the code without changing the functionality or interfaces (usually for better readability or performance or enhancing some non-functional characteristic)

70
Q

Release

A

A process that results in the creation of an official, supported version of a product

71
Q

Release Backlog

A

A portion of the product backlog that is targeted to be completed in a given project or release

72
Q

Release Planning

A

The process of planning the work targeted at a particular release of a product

73
Q

Requirements

A

A need, usually expressed by an end user or customer that the system needs to fulfill

74
Q

Responsibility

A

One of the desired attributes of the scrum master – accepting responsibility for the scrum master duties and also about the team’s output

75
Q

Retrospective (or Spring retrospective)

A

A meeting at the end of a Sprint to determine what is working well and what is not and how the team intends to improve the processes and working methods

76
Q

Review (or Sprint review)

A

A meeting at the end of the sprint where the team showcases the product they have built and solicit feedback about it

77
Q

Rotating scrum master

A

A method of appointing scrum master where the scrum master duties are changed every few sprints

78
Q

Saboteurs

A

Active opponents of Scrum who dislike Scrum and will try their best to sabotage the scrum transformation

79
Q

Scaling (e.g. Scaling Scrum)

A

Applying a pattern or process to a larger scale

80
Q

Scrum Master

A

A role in the Scrum methodology who is responsible for helping the team, protecting the team and guiding the team

81
Q

Scrum-of-Scrum

A

A meeting of representatives of multiple scrum teams working on the same project to coordinate the work of the teams

82
Q

Scrum-of-scrum-of-scrums

A

A higher level meeting than the scrum-of-scrums for really large teams where there could be a very large number of scrum teams

83
Q

Self-organization

A

The notion that the team does not need external intervention to organize itself around a product or a project’s work

84
Q

Social loafing

A

Time wasted as a result of too many people involved in a single team

85
Q

Space (or team space or work space)

A

The area of the office where the Agile team is located when they are working on the project

86
Q

Specialists

A

Team members who specialize in a particular area or skill (e.g. user interface development)

87
Q

Split and Seed

A

A pattern of spreading Scrum across an organization where an existing scrum team is split up and team members are assigned to “seed” scrum adoption in other teams

88
Q

Sprint

A

A time box (usually 1-4 weeks) wherein the team tries to convert a portion of the backlog into a finished product

89
Q

Sprint backlog

A

The subset of the product or release backlog that the team commits to delivering in a given sprint

90
Q

Sprint planning

A

A meeting to determine the work to be done during a given sprint

91
Q

Start small pattern

A

A pattern of agile transformation that relies on performing small pilots before attempting large scale adoption

92
Q

Stealth transition

A

A method of carrying out agile transformation where you adopt practices slowly and without a public display so as to escape the limelight or harsh scrutiny too early in the process

93
Q

Sustainable pace

A

A principle of agile development that the speed of development in an agile team should be such that it can be sustained over a long run

94
Q

Task

A

An activity that is needed to be done to accomplish a certain piece of work for a user story

95
Q

Task board (or progress chart)

A

Usually a physical board on which the pending, ongoing and done tasks are displayed

96
Q

TDD

A

Acronym for Test-driven-development. A practice in extreme programming that advocates first writing the automated tests even before writing the code

97
Q

Team member (or Developer)

A

A member of a scrum team who is not the scrum master or the product owner

98
Q

Tech Lead

A

Short for Technical Lead – a senior team member who the senior most or most accomplished programmer

99
Q

Technical Debt

A

The work that has not been completed on a given story. Example tests that are not run, refactoring that is remaining, etc. It accumulates and eventually has to be repaid with interest, hence the term debt

100
Q

Test

A

An experiment or inspection performed to validate whether a system is working as expected

101
Q

Testing pyramid

A

The philosophy that bulk of the tests in a project should be unit tests, followed by system tests and then the UI tests

102
Q

Time-box

A

Limiting the amount of time available for a particular activity to create focus and urgency

103
Q

Time-to-market

A

The lead time between the inception of an idea and the release of the product in the market

104
Q

Two pizza team

A

Theory that the scrum team is should only be as large that you can feed them with two large pizzas

105
Q

UAI

A

Acronym for Uncertainty Avoidance Index – one of the measures to quantify cultural differences

106
Q

UED

A

Acronym for User Experience Design – specialized activity that designs how the users experience should be as they interact with the system

107
Q

User interface (or UI) tests

A

Tests of the system that require the system to be exercised using the “official” or published user interface

108
Q

User story (or story)

A

A short description of the interaction between the user and the system that will help the user accomplish a certain objective

109
Q

Velocity

A

The amount of work completed in a given sprint

110
Q

Velocity driven planning

A

A method of planning that uses the observed (or estimated) velocity of the team to determine how much work can be accomplished in a given time box

111
Q

Vision

A

A short (usually one line) description of the end state for a product or a project

112
Q

WAR room

A

A room where the team is collocated, usually to solve a problem or achieve some purpose

113
Q

Waterfall

A

Traditional method for development, which involves a sequence of steps one following the other

114
Q

Whole team responsibility

A

The idea that the entire team is responsible for success or failure

115
Q

Working software

A

A system that is in working condition and can be demonstrated to an end user or customer