Chapter 6 Flashcards

1
Q

Agile modelling

A

Collection of innovative, user-centered approaches to system development

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2
Q

Prototyping

A
Information-gathering technique useful in seeking: 
o User reactions
o Suggestions
o Innovations
o Revision plans
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3
Q

4 different types of prototyping:

A
  1. Patched up
  2. Non-operational scale models
  3. First-of-a-series
  4. Selected-features
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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
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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
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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
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7
Q

‘selected-features’ prototype

A

operational model that includes some feature that the final system will have

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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
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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
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10
Q

Four basic activities of agile modelling

A
  1. coding
  2. testing
  3. listening
  4. designing
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11
Q

4 resource control variables of agile modelling

A
  1. time
  2. cost
  3. quality
  4. scope
    - -> there will be a trade off
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12
Q

Four core agile practices

A
  1. short releases
  2. 40-hour work week
  3. onsite customer
  4. pair programming
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13
Q

6 vital lessons that can be drawn from agile approach to systems

A
  1. Short releases allow system to evolve
  2. Pair programming enhances overall quality
  3. On-site customers are mutually beneficial
  4. 40-hour workweek improves effectiveness
  5. Balanced resources and activities support project goals 6. Agile values are crucial to success
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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
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15
Q

Roles played in the scrum

A
  1. product owner
  2. scrum master
  3. team member
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