Exam 1 Study Guide Flashcards

1
Q

PMBOK: What is a Project:

A

project – “a temporary endeavor undertaken to create a unique product, service, or result.

  • Has defined start and end
  • Unique purpose
  • Organized set of work efforts
  • Developed under progressive elaboration

-Requires resources from various areas

-Has project sponsor / primary customer

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2
Q

Difference between projects & operations

A

-Projects are temporary and unique

-Operations of a company are continuous efforts done to sustain the business

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3
Q

Project Stakeholders

A

stakeholders – “an individual, or organization who may affect, be affected by, or perceive itself to be affected by a decision, activity, or outcome of a project.”

Stakeholders include:
◦ the project sponsor
◦ the project manager
◦ the project team
◦ support staff
◦ customers
◦ users
◦ suppliers
◦ opponents to the project

 Often represented by the project sponsor

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4
Q

Project Management

A

Project management – “the application of knowledge, skills, tools and techniques to project activities to meet project requirements.”

  • Projects undertaken to accomplish specific goals

-Goals of scope & quality measure performance

Scope – “the sum of all products, services, and results to be provided as a project.”

Quality – “the degree to which a set of inherent characteristics fulfills requirements.”

  • Scope + Quality subject to constraints of time and cost.
  • PMs decides what takes precedence: Scope, Quality, Time + Cost
  • Obstacles + Challenges often arise
  • Opportunities to exceed original expectations can arise
  • Tradeoffs made between
    • Scope
    • Schedule/Time
    • Quality
    • Resources
    • Cost
    • Risks
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5
Q

Soft Skills

A

Hard to assess, but usually people skills

Ex’s: Teamwork, patience, communication & leadership, motivator, time management, flexibility & adaptability

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6
Q

Hard Skills

A

Tangible, technical skills that are easier to assess one’s ability of, because of concrete results from them:

Ex’s: Programming knowledge, project planning, risk analysis, quality control, scheduling, & budgeting, wireframe diagramming, ERD diagramming

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7
Q

Systems Development Life Cycle (SDLC)

A

Initiation/Investigation – system feasibility studies done to assist in go/no-go decision for a project

Analysis – examine business problem/processes, assess information
of a system & deliver requirements for the system

Design – technical solution blueprinting how the system will resolve the business problem

Development – Programming(coding) technical solution & Testing to verify quality & proper functionality of the system

Implementation – deploying technical solution/migrating old data

Operation & Maintenance – debugging issues, updating, & maintaining the system

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8
Q

Plan-Driven Project Life Cycle

A

Predictive or Traditional Software
Development:

  • the scope & needs of the project are clearly articulated
  • Therefore the schedule & cost can be predicted

Requirements & plan for completing the project can be defined to some extent prior to development

Waterfall Model:
- Planning
- Analysis
- Design
- Build
- Test
- Deliver

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9
Q

Agile Project Life Cycle

A

or Adaptive Software Development (ASD)

-requirements cannot be clearly expressed
-projects are mission driven and component based
-using time-based cycles to meet target dates

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10
Q

Agile Manifesto

A

4 Values:

  • Individuals and Interactions over processes and tools
  • Working software over comprehensive documentation
  • Customer collaboration over contract negotiation
  • Responding to change over following a plan

Calls on a softer leadership approach emphasizing on empowering people:
- Do their jobs well as flexible & adaptive processes

Working code trumps all theory
More collaborative approach
Less documentation

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11
Q

Scrum Roles

A
  • Product Owner ( 1 person )
    • Focuses on understanding the business requirements & processes.
    • Manages Product Backlog by building PBIs and prioritizing items
    • Frequently interacts with the customer/stakeholders
    • Collaborates with development team to ensure effective implementation of requirements
  • Scrum Master ( 1 person)
  • Responsible for ensuring Scrum is understood & enacted
    ◦ Ensures Scrum team adheres to Scrum theory, practices & rules
  • Acts as Coach or Referee of the Scrum Process

-Enables cooperation across all roles and functions

  • Facilitates & Schedules Scrum Ceremonies

-Is NOT a manager of the team. Only
manages the process

  • Dev Team ( 3-9 persons)

-Cross-Functional Team
◦ Highly Skilled Technical Staff

◦ Software Engineers, Developers, Database Administrators
◦ Systems/Business Analysts, UX Designers, Graphic Designers
◦ QA Analysts
◦ IT specialists
◦ Subject Matter Experts (SMEs)

-Team is self-organizing
◦ No one pushes work items onto the team members
◦ Team decides what they will work on within the priorities set forth by the Product Owner

◦ Team have a high degree of autonomy & accountability

◦ In reality, this isn’t always the case
◦ And is where a Scrum Master steps in to “fill the cracks” & encourage the team as to how they could organize

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12
Q

Timeboxing

A

The act of putting strict time boundaries around an action or activity

Sets tight but realistic deadline

Focus on most important stuff first

Avoids feature creep

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13
Q

Sprints

A

Usually a fixed 1-4 week time-box:, as decided by team -Commonly is 2 weeks

-Each Sprint is like a traditional SDLC cycle in one sprint as it includes:
◦ Plan (Analyze & Design, Collect Requirements)
◦ Develop/Test
◦ Implement a deliverable; a ‘Potentially Shippable Product’

-Within a Sprint, change is rarely permitted

-However change is expected from
one sprint to the next

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14
Q

Scrum Artifacts

A

Product Backlog
Sprint Backlog
Release Backlog
Burndown Chart

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15
Q

Scrum Ceremonies

A

Sprint Planning session: meeting with the team to select a set of work from the product backlog to place into sprint
backlog & deliver during a sprint.

Daily Scrum: A short meeting for the development team to share progress, challenges & plan work for the day.

Sprint Review: A meeting in which the team demonstrates to the product owner what it has completed during the sprint.

Sprint Retrospective: A meeting in which the team looks for ways to improve the product and the process based on a review of the actual performance of the development team.

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