L3 - Agile in Theory Flashcards

Agile Principles and Terms

1
Q

problems with traditional waterfall methodology (5)

A
  1. late testing and feedback
  2. inflexibility to change
  3. risk of misalignment with customer needs
  4. long development cycles
  5. limited collaboration
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2
Q

processes and tools less important than?

A

individuals and interactions

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3
Q

comprehensive documentation less important than?

A

working software

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4
Q

contract negotiation less important than?

A

customer collaboration

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5
Q

following a plan less important than?

A

responding to change

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6
Q

non-project example of agile

A

agile includes any collaborative/supportive/non-hierarchical relationships that empower users and embrace change fall in this category

eg. the principles of feminine economy

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7
Q

core concepts of agile (7)

A
  1. epic and user stories
  2. product backlog
  3. burndown chart
  4. minimal viable product (mvp)
  5. velocity
  6. batch size
  7. estimation
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8
Q

define epic

A

large bodies of work that can be broken down into number of smaller tasks (stories)

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9
Q

define stories

A

also ‘user stories’
–> short requirements or requests written from the perspective of an end user

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10
Q

I.N.V.E.S.T - user stories

A

I - independent
N - negotiable
V - valuable
E - estimable
S - small
T - testable

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11
Q

define product backlog

A

comprehensive product ‘to do’ list

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12
Q

where does the PB come from?

A

product roadmap - strategic document/plan of action for how a product/solution will evolve over time outlining future product functionality + when new features will be released

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13
Q

what could be included in a PB? (3 examples)

A
  1. user stories
  2. features
  3. bug fixes
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14
Q

define burndown chart

A

graphical representation of work left v time left

vertical axis –> outstanding work
horizontal axis –> remaining time

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15
Q

burndown chart applications (4)

A
  1. predicting when work will be completed
  2. simple/easy to track daily progress of team
  3. allows problems to be seen early
  4. visually represents problems in software development
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16
Q

define MVP

A

minimal viable product
–> version of product with just enough features to be usable by early customers
–> can then provide feedback for future product development

17
Q

define velocity

A

velocity = units of work (user stories) completed in given time frame (iterations/sprints/weeks)

18
Q

application of velocity example

A

works out how much can be completed in each iteration –> creates accurate and efficient timelines

19
Q

define batch size

A

number of items that will be worked on in one sprint + the total amount of WIP (work in process)

20
Q

what does a large batch size lead to? (3)

A
  1. longer sprints
  2. slower adaptation
  3. holding cost
21
Q

what does a small batch size lead to? (3)

A
  1. faster and more sprints
  2. more deployment costs
  3. transaction cost
22
Q

holding cost

A

the bigger the batch, the more component parts, and more relationships between component parts

23
Q

transaction cost

A

must reduce transaction cost by increasing transparency, making communication easier and automating/hardening processes

24
Q

features used in agile estimation (5)

A
  1. business value
  2. done at a user story level
  3. units are story points
  4. are relative so no absolute time prediction
  5. can be/are revised in every iteration
25
Q

how is agile estimation counted?

A

fibonacci sequence
–> easier to estimate when smaller