Chapter 6 Flashcards
1
Q
Agile modelling
A
Collection of innovative, user-centered approaches to system development
2
Q
Prototyping
A
Information-gathering technique useful in seeking: o User reactions o Suggestions o Innovations o Revision plans
3
Q
4 different types of prototyping:
A
- Patched up
- Non-operational scale models
- First-of-a-series
- Selected-features
4
Q
‘patched up’ prototype
A
- System that works but is patch up or patch together
- working model that has all the features but is inefficient
- users can interact with the system
- retrieval and storage of information may be inefficient
5
Q
‘non-operational scale models’ prototype
A
- set up to test certain aspects of design
- may be produced when coding required is too expensive to prototype but a useful idea of the system can be gained through prototyping of the input and output only
6
Q
‘first-of-a-series’ prototype
A
- creating a pilot
- completely operational
- useful when many installations of the same information system are planned
- installed in one or two locations and if successful, duplicates are created
7
Q
‘selected-features’ prototype
A
operational model that includes some feature that the final system will have
8
Q
users role in prototyping
A
- honest involvement
- Communicate the purpose of the prototype clearly
- Get suggestions for changing, expanding the prototype and innovation
9
Q
Basic principles of agile modeling
A
- Satisfy the customer through delivery of working software
- Embrace change
- Continue to deliver functioning software incrementally and frequently
- Encourage customers and analysts to work together
- Promote face to face convo
- Concentrate on getting software to work
- Provide rapid feedback
- Encourage quality
10
Q
Four basic activities of agile modelling
A
- coding
- testing
- listening
- designing
11
Q
4 resource control variables of agile modelling
A
- time
- cost
- quality
- scope
- -> there will be a trade off
12
Q
Four core agile practices
A
- short releases
- 40-hour work week
- onsite customer
- pair programming
13
Q
6 vital lessons that can be drawn from agile approach to systems
A
- Short releases allow system to evolve
- Pair programming enhances overall quality
- On-site customers are mutually beneficial
- 40-hour workweek improves effectiveness
- Balanced resources and activities support project goals 6. Agile values are crucial to success
14
Q
Scrum
A
- Begin the project with high level plan that can be changed on the fly
- Success of the project is most important
- Individual success is secondary
- Project leader has some influence on the detail
- System team works with a strict time frame
15
Q
Roles played in the scrum
A
- product owner
- scrum master
- team member