chapter 5 (agile modeling, prototyping, and scrum) Flashcards
1
Q
Prototyping
A
Prototyping is an information-gathering technique useful
in seeking
– User reactions
– Suggestions
– Innovations
– Revision plans
2
Q
Prototyping
A
- Patched-up
- Nonoperational
- First-of-a-series
- Selected features
3
Q
Patched-Up Prototype
A
- A system that works but is patched up or patched
together - A working model that has all the features but is inefficient
- Users can interact with the system
- Retrieval and storage of information may be inefficient
4
Q
Nonoperational Scale Model prototype
A
- A nonworking scale mode that is set up to test certain
aspects of the design - A nonworking scale model of an information system
might be produced when the coding required by the
application is too expensive to prototype but when a
useful idea of the system can be gained through
prototyping of the input and output only
5
Q
First-Of-A-Series Prototype
A
- Creating a pilot
- Prototype is completely operational
- Useful when many installations of the same information
system are planned - A full-scale prototype is installed in one or two locations
first, and if successful, duplicates are installed at all
locations based on customer usage patterns and other
key factors
6
Q
Selected Features Prototype
A
- Building an operational model that includes some, but not
all, of the features that the final system will have - Some, but not all, essential features are included
- Built in modules
- Part of the actual system
7
Q
Users’ Role in Prototyping
A
- Honest involvement
- Communicate the purpose of the prototype clearly
- Get suggestions for changing, expanding the prototype
and innovation
8
Q
Agile Modeling
A
Agile methods are a collection of innovative, user-centered approaches to systems development
9
Q
Values and Principles of Agile Modeling
A
- Communication
- Simplicity
- Feedback
- Courage
10
Q
The Basic Principles of Agile Modeling
A
- Satisfy the customer through delivery of working software
- Embrace change, even if introduced late in development
- Continue to deliver functioning software incrementally
and frequently - Encourage customers and analysts to work together daily
- Trust motivated individuals to get the job done
- Promote face-to-face conversation
- Concentrate on getting software to work
- Encourage continuous, regular, and sustainable
development - Adopt agility with attention to mindful design
- Support self-organizing teams
- Provide rapid feedback
- Encourage quality
- Review and adjust behavior occasionally
- Adopt simplicity
11
Q
Four Basic Activities of Agile Modeling
A
- Coding
- Testing
- Listening
- Designing
12
Q
Coding
A
- Coding is the one activity that it is not possible to do
without - The most valuable thing that we receive from code is
“learning” - Code can also be used to communicate ideas that would
otherwise remain fuzzy or unshaped
13
Q
testing
A
- Automated testing is critical
- Write tests to check coding, functionality, performance,
and conformance - Use automated tests
- Large libraries of tests exist for most programming
languages - These are updated as necessary during the project
- Testing in the short term gives extreme confidence in
what you are building - Testing in the long term keeps a system alive and allows
for changes longer than would be possible if no tests
were written or run
14
Q
listening
A
- Listening is done in the extreme
- Developers use active listening to hear their
programming partner - Because there is less reliance on formal, written
communication, listening becomes a paramount skill - A developer also uses active listening with the customer
- Developers assume that they know nothing about the
business so they must listen carefully to businesspeople
15
Q
designing
A
- Designing is a way of creating a structure to organize all
the logic in the system - Designing is evolutionary, and so systems are
conceptualized as evolving, always being designed - Good design is often simple
- Design should allow flexibility
- Effective design locates logic near the data on which it
will be operating - Design should be useful to all those who will need it as
the development effort proceeds
16
Q
Four Resource Control Variables of Agile Modeling
A
- Time
- Cost
- Quality
- Scope