Course Five: Agile Project Management Flashcards

1
Q

Acceptance criteria

A

The checklist the project manager uses to decide whether a story is done

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2
Q

Adaptation

A

Adjusting project, product, or processes to minimize any further deviation or issues; one of the three pillars of Scrum

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3
Q

Agile Manifesto

A

A collection of four values and 12 principles that define the mindset that all Agile teams should strive for

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4
Q

Ambiguity

A

A state where conditions and root causes of events or circumstances are unclear, leading to the possibility of misunderstanding

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5
Q

Backlog refinement

A

The act of keeping the Backlog prioritized, estimated, and described so the Scrum Team can operate effectively

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6
Q

Burndown chart

A

A visual that measures time against the amount of work done and amount of work remaining

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7
Q

Business agility

A

Refers to incorporating Agile principles into the wide sphere of management

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8
Q

Business collaboration

A

The concept that collaborating with customers gets critical business information to the team immediately, allowing them to adjust and adapt new information instantly; one of the four themes of the Agile principles

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9
Q

Capacity

A

The amount of work a team can handle in a given amount of time

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10
Q

Case studies:

A

In-depth, data-driven analyses of a business, community, or organization

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11
Q

Change control board:

A

A formal and rigorous process to manage any changes to requirements

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12
Q

Change management:

A

The process of getting people to adopt a new product, process, or value system

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13
Q

Coaching

A

A two-way communication style aimed at influencing and developing employees’ skills, motivation, and judgment

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14
Q

Complexity

A

Refers to the high number of interrelated forces, issues, organizations, and factors that would influence a project

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15
Q

Continuous integration and continuous refactoring

A

The Extreme Programming practice of merging product changes into a shared version several times a day in order to get quick feedback on the quality of the code or product

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16
Q

Cynefin framework

A

A framework used for measuring project complexity; pinpoints five sections of complexity that various projects may fall into: obvious, complex, complicated, chaotic, and disorder (Welsh word for “habitat”).

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17
Q

Daily Scrum

A

A brief meeting of up to 15 minutes that takes place every day of the Sprint to inspect progress toward the goal; also called a stand-up

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18
Q

Definition of Done

A

An agreed-upon set of items that must be completed before a project or user story can be considered complete

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19
Q

Deliverable:

A

A tangible outcome from a project

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20
Q

Development Team

A

In Scrum, the people who do the work to build the product; also called Developers

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21
Q

DevOps

A

An organizational and cultural movement that aims to increase software delivery velocity, improve service reliability, and build shared ownership among software stakeholders

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22
Q

Disciplined Agile Delivery (DAD)

A

A hybrid approach that combines the strategies from various Agile frameworks, including Kanban, LeSS, Lean Development, Extreme Programming, and Agile Modeling;

guides people through process-related decisions and helps develop a scaled Agile strategy based on context and desired outcomes

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23
Q

Empiricism

A

The idea that true knowledge comes from actual, lived experience

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24
Q

Epic

A

A group or collection of user stories

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25
Q

Extreme Programming (XP)

A

A methodology that aims to improve product quality and the ability to respond to changing customer needs; takes best practices for the development process to extreme levels

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26
Q

Five values of Scrum (FORCC)

A

The core values that guide how Scrum Teams work and behave: commitment, courage, focus, openness, and respect

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27
Q

Flow

A

A core principle of Kanban that aims to maximize efficiency

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28
Q

I.N.V.E.S.T

A

Acronym for the criteria each user story should meet; stands for: independent, negotiable, valuable, estimable, small, and testable

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29
Q

Incremental

A

Describes work that is divided into smaller chunks that build on one another

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30
Q

Influencer

A

Someone who is able to lead and influence others to change their behaviors, hearts, and minds to produce meaningful, sustainable results

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31
Q

Inspection

A

A timely check toward the outcome of a Sprint Goal to detect undesirable variances; one of the three pillars of Scrum

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32
Q

Iterative

A

Refers to repeating cycles of delivery

33
Q

Kanban

A

A methodology that provides visual feedback to everyone who might be interested in the status of the work in progress; displays the progress of a project as “to do,” “in progress,” and “done”

34
Q

Large-Scale Scrum

A

(LeSS): A framework that aims to maximize the Scrum Team’s ability to deliver value and reduce waste in larger organizations

35
Q

Lean

A

A methodology in which the main principle is the removal of waste within an operation.

36
Q

Managing

A

The act of overseeing the work of others; can include onboarding and orienting new employees, conducting meetings, delegating tasks and assignments, monitoring progress and performance against those tasks, making decisions, and dealing with conflicts

37
Q

Minimum viable product (MVP)

A

A version of a product with just enough features to satisfy early customers

38
Q

Mission

A

A short statement that stays constant for the team throughout the project and gives them something to work toward

39
Q

Organizational culture

A

Describes shared workplace values and shows up in people’s behaviors, activities, the way they communicate, and how they work with each other

40
Q

Pair Programming

A

The XP practice that refers to when two team members work together at the same time on one task

41
Q

Product Backlog

A

The single authoritative source for things a team works on; contains all of the features, requirements, and activities associated with deliverables to achieve the goal of the project

42
Q

Product Goal

A

The desired future state of the product; can serve as a target for the Scrum Team to plan against

43
Q

Product increment

A

What is produced after a given Sprint

44
Q

Product Owner

A

In Scrum, the role responsible for maximizing the value of the product and the work of the team

45
Q

Product requirements document

A

A document that lists the scope and requirements of the project; used in Waterfall project management

46
Q

Product roadmap

A

A visualization or document that provides a high-level view of the expected product, its requirements, and an estimated schedule for reaching milestones

47
Q

Product vision

A

Defines what the product is, how it supports the customer’s business strategy, and who will use it; makes clear what outcomes the team is responsible for and where their boundaries are

48
Q

Relative estimation

A

A comparison of the effort for a task to the effort for another task

49
Q

Releasable

A

Refers to when the team has developed a minimum viable product of a given feature or requirement

50
Q

Release plans

A

Indicates the approximate date when the team is expected to release and deliver certain features to the customer or user; contains a release goal, the list of Backlog items, an estimated release date, and any other relevant dates that impact a release

51
Q

Requirements

A

Conditions that must be met or tasks that must be finished to ensure the successful completion of the project

52
Q

Retrospectives and continuous learning

A

Refers to striving continuously to learn and adapt to what’s working and what’s not; one of the four themes of the Agile principles

53
Q

Scaled Agile Framework (SAFe)

A

A Lean-Agile scaling framework that combines concepts from Kanban, Scrum, Extreme Programming (XP), DevOps, and Design Thinking methodologies; puts the goal of delivering value above all else

54
Q

Scrum

A

A framework for developing, delivering, and sustaining complex products

55
Q

Scrum Master

A

In Scrum, the role responsible for ensuring the team lives Agile values and principles and follows the processes and practices the team agreed to; shares information with the larger project team and helps the team focus on doing their best work

56
Q

Scrum of Scrums

A

A technique for integrating the work of multiple, smaller Scrum Teams working on the same project or solution

57
Q

Solution Design Sprint

A

An entire Sprint spent working solely on the solution design

58
Q

Spotify model (CT CA Q)

A

The Spotify organization’s version of the Agile approach; focuses on culture, team autonomy, communication, accountability, and quality to increase agility

59
Q

Sprint

A

A timeboxed iteration where a planned amount of work is done

60
Q

Sprint Backlog

A

The set of Product Backlog items that are selected to be completed during the upcoming Sprint

61
Q

Sprint Planning

A

Refers to when the entire Scrum Team comes together to map out what will be done during the Sprint

62
Q

Sprint Retrospective

A

An essential meeting of up to three hours for the Scrum Team to take a step back, reflect, and identify improvements about how to work together as a team

63
Q

Sprint Review

A

A meeting with the entire Scrum Team where the product is demonstrated to determine which aspects are finished and which aren’t

64
Q

Stacey Matrix:

A

A framework developed to help project managers identify the complexities of their environment so they can adapt their style of decision-making; enables a project manager to consider the knowns and unknowns within their project based on implementation and requirements

65
Q

Story points

A

A method for estimating user stories, tasks, and backlog items by assigning a point value based on effort and risk

66
Q

T-shirt sizes

A

A way to estimate what is needed for a work effort in terms of time, budget, and energy by categorizing it as XS, S, M, L, XL, or XXL

67
Q

Team dynamics and culture

A

Refers to creating an effective team culture that is inclusive, supportive, and empowering; one of the four themes of the Agile principles

68
Q

Three pillars of Scrum

A

The foundational concepts on which Scrum is based: transparency, inspection, and adaptation

69
Q

Timebox

A

Timebox: A Scrum concept that refers to the estimated duration for an event

70
Q

Transparency

A

Making the most significant aspects of the work visible to those responsible for the outcome; one of the three pillars of Scrum

71
Q

Uncertainty

A

A lack of predictability or high potential for surprise

72
Q

User story

A

A short, simple description of a feature told from the perspective of the user

73
Q

Value delivery

A

Value delivery: Refers to delivering the work as quickly as possible to get feedback and mitigate time risk; one of the four themes of the Agile principles

74
Q

Value roadmap

A

An Agile way of mapping out the timelines and requirements for the product-development process

75
Q

Velocity

A

A measure of the amount of work a team can take on during a single Sprint

76
Q

Volatility

A

The rate of change and churn in a business or situation

77
Q

VUCA

A

The conditions that affect organizations in a changing and complex world; stands for volatility, uncertainty, complexity, and ambiguity

78
Q

Waterfall project management

A

A project management methodology that refers to the sequential or linear ordering of phases

79
Q

Work-in-progress (WIP) limit

A

A constraint on how many work items are actively being worked on at any given time