Module 10: Measurement Tracking and Managing Uncertainty Flashcards

1
Q

Ambiguity

A

When there is contradictory or missing information, conflict, or changes to scope, timeline, team, or stakeholder expectations, etc.

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2
Q

Complexity

A

Complexity can exist when a project is difficult to understand, foresee, and keep under control even with reasonable completeness information about the project system

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3
Q

Volatility

A

When a project changes quickly and in an unpredictable way

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4
Q

Strategies to deal with Ambiguity

A

If unclear requirements => design prototypes
If unsure about the best technical option => make a proof of concept (PoC)
If unclear market preference => conduct experiments

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5
Q

Strategies to deal with Complexity

A

If it is system based…
=> decoupling - divide and conquer
=> Simulation - use simulations to identify the best solution

If reframing based…
=> diversity - create alternate systems perspectives
=> balance - create a diverse data set

If process based…
=> iteration - build in incremental steps
=> engagement - engage stakeholders
=> failsafe - build system redundancy

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6
Q

Strategies to deal with Volatility

A

If there are changing requirements => establish a change control board or product owner

If there are changing priorities => plan for cost and schedule reserves

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7
Q

Steps to Resolve Problems

A

Understand the problem
Measure the problem
Devise a plan
Resolve the problem
Check the solution

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8
Q

Lagging Metrics

A

Metrics that are indicators pulled from previous work and past performance/outcomes

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9
Q

Leading Metrics

A

Metrics that are indicators that help us predict the future based on trends, projections, and forecasts

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10
Q

SMART goals

A

Specific
Measurable
Achievable
Relevant
Timely

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11
Q

Definition of Ready (DoR)

A

A set of criteria that must be met before a user story/task can be considered “ready” for development

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12
Q

Definition of Done (DoD)

A

A set of criteria that ensures all work is complete and meets necessary quality standards

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13
Q

Product backlog

A

Describes the features, changes, user fixes, infrastructure changes, or other activities a team may need to deliver to achieve a specific outcome

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14
Q

Kanban Board

A

A visual control for work items that shows state, progress, and work in progress limits

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15
Q

Information radiator

A

A type of visual control that presents project information in one spot similar to a dashboard

includes:
Project charter - objective, key features, risks
Key roles - product owner, project owner, etc
Glossary - key terms
Blockers/trackers - outstanding and mitigated obstacles
Color coding
iteration backlog
Iteration burndown - rate at which the team is burning through its customer stories
Release burn-up - monitors progress of release commitments
Working agreements - details how the team will work together

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16
Q

Burndown Chart

A

A graph that represents how quickly a team is working through its tasks (usually tracked as user stories). It has a dotted line presenting the projected/target rate at which the team should be completing its tasks, known as the Ideal Work Line (this is at a negative slope where the goal is to get to 0)

If the rate of work is above the line => team is behind
If the rate of work is below the line => team is ahead

Key Trends
If there is a sharp drop => work was not estimated properly
If the team misses their forecast => the team may have promised too much work
If there are significant deviations from the plan => the team needs to adjust/adapt

17
Q

Release Burndown Chart

A

A chart presenting the work completed by the team also with an Ideal Work Line (this is at a positive slope where the goal is to complete all the work)

If the rate of work is above the line => team is ahead
If the rate of work is below the line => team is behind

18
Q

Velocity

A

A measure of the team’s capacity during each iteration that is measured in points

Gross velocity: the number of points to date
Net velocity: the difference between velocity in different sprints (eg Sprint 1, Sprint 2, etc)

19
Q

How to Predict Velocity

A

Take the average of all of the completed, previous iterations. This will give you a prediction (average) of how long the next iteration should take

Example
(10+14+13)/3 = 12

***this cannot be used between teams

20
Q

How to Forecast Iterations with Velocity

A

Find what the average velocity rate is. Then see how many story points are left from the backlog. Divide the remaining backlog by the average velocity, and then you have the predicted velocity

Example
Average velocity from past iterations
Sprint 1 = 10
Sprint 2 = 14
Sprint 3 = 13

(10+14+13)/3 = 12

If there are 60 story points left in the backlog…
60/12 = 5

21
Q

Throughput

A

A performance metric that measures the rate at which something is produced or processed

22
Q

PESTLE

A

Political
Economic
Social
Technological
Legal
Environmental

23
Q

Methods to Mitigate Risk

A

Organize regular review/feedback sessions
Daily standup meetings
Demonstrate product increments
Address negative feedback
Use retrospectives to identify threats
Test effectiveness of proposed solutions

24
Q

Impediments log

A

A tool used to track and manage impediments/obstacles that may hinder the progress of a team, project, or process

Measures risks and their weight by impact, probability, and severity
impact x probability = severity

Example: if a risk is that a shipment will come late
Impact = 5
Probability = 2
Severity = 5 x 2 = 10

25
Q

Risk Matrix

A

(aka risk/probability matrix)

A graph presenting where risks fall where…
X-axis = impact
Y-axis = likelihood

Low risk = low X and low Y
High risk = high X and high Y