Module 1 Flashcards

1
Q

RACI Matrix

A

RACI is an acronym that stands for responsible, accountable, consulted and informed. Identifies who is responsible for making decisions and how the people responsible are supported.

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2
Q

Pre-Assignment

A

When the physical or team resources for a project are determined in advance

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3
Q

Virtual Teams

A

Groups of people with a shared goal who fulfill their roles with little or no time spent meeting face to face.

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4
Q

Stakeholder

A

anyone with interest in a project

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5
Q

Servant Leadership

A

Common in agile projects. It’s the practice of leading through service to the team , by focusing on understanding and addressing the need and development of team members in order to enable the highest possible team performance

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6
Q

Physical resources

A

Equipment, Materials, Supplies, Facilities, and Infrastructure that are utilized by your project, or become a part of your project deliverable.

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7
Q

Team Charter

A

A document that enables the team to establish its values, agreements, and practices as it performs its work together.

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8
Q

Ground rules

A

List of all behaviors that are considered to be acceptable and unacceptable in the context of the management of the project.

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9
Q

Conflict Resolution Methods

A

1)Withdraw/avoid. Retreating from an actual or potential conflict situation; postponing the issue to be better prepared or to be resolved by others. 2)Smooth/accommodate. Emphasizing areas of agreement rather than areas of difference; conceding one’s position to the needs of others to maintain harmony and relationships. 3)Compromise/reconcile. Searching for solutions that bring some degree of satisfaction to all parties in order to temporarily or partially resolve the conflict. This approach occasionally results in a lose-lose situation. 4)Force/direct. Pushing one’s viewpoint at the expense of others; offering only win-lose solutions, usually enforced through a power position to resolve an emergency. This approach often results to a win-lose situation. 5)Collaborate/problem solve. Incorporating multiple viewpoints and insights from differing perspectives; requires a cooperative attitude and open dialogue that typically leads to consensus and commitment. This approach can result in a win-win situation.

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10
Q

Brainstorming

A

A technique where the facilitator works with the team to identify project risks in a free-form session where the ideas are generated, built on and recorded

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11
Q

Service Level Agreement

A

Service Level Agreement (SLA): A contract between a service provider (internal or external) and the end user that describes the level of service expected from the service provider.

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12
Q

Resource calendars

A

Identifies working days, shifts, and when specific resources are made available to the project.

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13
Q

Go-live blackouts

A

• Black-Out times occur when the deliverables are handed over for implementation. • Suspends changes. • Reduces risks as a solution is released to customers. • GoLive occurs at the end of the project timeline, and black-out times may be negotiated in advance based on the overall project schedule and timeline. •In an Agile approach, there may be numerous releases of aspects of the solution over the project’s timeline, and black-out times (if needed) will be negotiated as the project approaches a release threshold.

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14
Q

Expert judgement

A

A technique in which judgment is provided based upon a specific set of criteria and/or expertise that has been acquired in a specific knowledge area.

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15
Q

Lessons learned

A

Lessons Learned Register is a project document used to record knowledge gained during a project so that it can be used in the current project and entered into the lessons learned repository.

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16
Q

Kano model

A

An approach to prioritizing features on a product roadmap based on the degree to which they are likely to satisfy customers.

17
Q

MoSCoW analysis

A

Popular prioritization technique for managing requirements. The acronym, MoSCoW, stands for 4 different categories of initiatives: must-haves, should-haves, could-haves, and will not have at this time.

18
Q

Paired comparison analysis

A

An activity for evaluating a small range of options by comparing them against each other.

19
Q

100 points method

A

Way to prioritize features. In this method, each stakeholder is given 100 points that he can use to vote for the most important requirements. How the stakeholders distribute the 100 points is up to them.

20
Q

Fist of five

A

Individuals vote by holding up five fingers for total agreement, a fist for total disagreement, or multiple fingers for somewhere in between.

21
Q

Roman voting

A

Used by teams or other groups in agile organizations when making a single yes/no decision. After discussing the merits of a possible decision, each participant votes. A thumb up is a vote in favor of a decision. A thumb down is a vote against that decision.

22
Q

Polling

A

Team members share their point of view and, if the team is unanimous, then they move on. If objections are raised, the facilitator works to solve the problem.

23
Q

Planning Poker

A

Used to estimate effort or relative size of development effort. Using a deck of cards with modified Fibonacci numbers, individuals vote on user stories. This technique is also called Scrum poker.

24
Q

Dot voting

A

Individuals use sticky dots to prioritize items in a list.

25
Q

Retrospective

A

Agile teams schedule a ceremony called a retrospective at the end of each iteration to identify potential issues, identify potential solutions, and improve the processes the team uses to improve its overall performance.

26
Q

SWOT analysis

A

A simple process that allows the project manager to identify areas that needs improvement. SWOT stands for Strengths, Weaknesses, Opportunities and Threats.

27
Q

XP-Metaphor

A

A User story is a conventional description by the user about a feature of the required system. On the basis of User stories, the project team proposes Metaphors. Metaphors are a common vision of how the system would work. The development team may decide to build a Spike for some feature. A Spike is a very simple program that is constructed to explore the suitability of a solution being proposed.

28
Q

Project Charter

A

The statement of scope, objectives and people who are participating in a project. It begins the process of defining the roles and responsibilities of those participants and outlines the objectives and goals of the project. The charter also identifies the main stakeholders and defines the authority of the project manager.

29
Q

T-shaped skills

A

Common in agile teams. A person with one deep area of specialization and broad ability in the rest of skills required by the team.

30
Q

Product Box Exercise

A

Technique used to explain an overarching solution. Stakeholders try to describe aspects of a solution in the same way a marketer might describe product features and benefits on a box. Helps with understanding: • Different types of users of a solution • Their priorities and likes/dislikes • Key aspects of a solution that drive the most critical value aspects

31
Q

Sprint planning

A

A collaborative event in Scrum in which the Scrum team plans the work for the current sprint.

32
Q

Daily standup (daily scrum)

A

A short 10-15 minute meeting held daily for the team to reaffirm commitment to its objectives for the iteration, surface potential blockers, and coordinate the day’s work amongst the team. Often conducted in a circle. (Also called a daily scrum.)

33
Q

Sprint review (demo)

A

A review at the end of each iteration with the Product Owner and other customer stakeholders to review the progress of the product and receive feedback for that iteration.

34
Q

Sprint Retrospective

A

A meeting of the team members facilitated by the Scrum Master for the team to identify its own improvements. Reviews the team’s processes and practices and identifies ways for the team to improve its performance, collaboration, etc.

35
Q

Kanban Board

A

A kanban board is an agile project management tool designed to help visualize work, limit work-in-progress, and maximize efficiency

36
Q

Scrum

A

An agile framework for developing and sustaining complex products, with specific roles, events, and artifacts.

37
Q

Sprint

A

A timeboxed iteration in Scrum.