Planning,Monitoring and Adapting Flashcards

1
Q

reviews

A

reviews

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2
Q

Kanban board as information radiator

A

1) Kanban board
2) Burndown charts
3) Parking lot charts
4) Calendars

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3
Q

timeboxing

A

Core aspect of rapid application development (RAD) software development processes such as dynamic systems development method (DSDM) and agile software development.

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4
Q

Advantages of iteration

A

1) Velocity can be measured and scope can be adjusted quickly
2) forces work into byte sized chunks where define/build/test cycle has to be concurrent
3) More opportunity to succeed or fail early

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5
Q

Challenges with Variance Analysis

A

Time Delay
Variance Source Information
Standard setting

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6
Q

WIP limits

A

WIP limits

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7
Q

burn down charts

A

1) A burn-down chart tracks how much work remains on your project and whether you’ll hit your deadline.
2) The vertical axis measures work remaining. The horizontal axis marks your iterations

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8
Q

cumulative flow diagrams

A

1) Graphic depiction of how stories are moving through various statuses on the way to being “Done”
2) Total scope of a project, grouped by status, and thus lets us know how much of that scope is in a particular status at a given time

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9
Q

backlog grooming/refinement

A

backlog grooming/refinement

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10
Q

product-feedback loop

A

product-feedback loop

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11
Q

Planning initiation concepts

A

d

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12
Q

Planning overview

A

1) Work is not predictable, so adapt
2) Just in time approach to planning
3) Frequent customer involvement
4) Success linked directly to proper agile planning

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13
Q

monitoring overview

A

all members Responsible
release level and iteration level monitoring
Corrective action implementation
Majority monitoring and iteration level

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14
Q

adapting overview

A

Occurs at all level
Includes all stakeholders
Minimize what isn’t working and optimize what is working
Performed continuously throughout project

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15
Q

Project planning initiation tools

A

1) Project charter
2) Business case
3) Statement of work
4) Project Data Sheet
5) Project Kickoff meeting

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16
Q

Project charter

A

1) Before agile strategic planning
2) Includes how to execute the project
3) Processes not in Organization’s operating procedures
4) Max 2 to 3 pages in length

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17
Q

Kanban

A

1) card or sign
2) standard units or lot sizes with single card attached to each
3) New card is pulled into the system only when the work represented by an “in progress” card is completed

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18
Q

Kanban board

A

1) Visualization tool

2) Use a card as a token of task, feature and stick them to a timeline(board)

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19
Q

Burndown charts(kanban)

A

1) Count the number of Kanbans(backlog task) and track it in a timebox
2) Shows the trend of work accomplished

20
Q

Parking lot charts

A

Summarize the top-level project status

21
Q

Three viewpoints of Kanban boards

A

1) Time - Releases to iterations to Days
2) Task - Features to stories to tasks
3) Team - Manager, customers, developers, business analysts, users, testers and other stakeholders

22
Q

Kanban board task

A

1) A feature is a function useful and meaningful to users
2) A story is a testable piece of a Feature (described in words of users)
3) Task is work unit of story (described in terms used by developers)

23
Q

Why use time boxing

A

1) Avoid missing windows of opportunity
2) Chunk up a problem
3) Deliver incremental results
4) Defeat analysis paralysis - switch gears from think mode to execution

24
Q

Using Timeboxes effectively

A

1) Identify candidate areas for time boxing
2) Identify your objectives
3) Identify the appropriate time box
4) Execute results with your time box
5) Evaluate and adapt

25
Q

Identify your timebox objectives

A

1) Meet a deadline
2) Show incremental results.
3) Make incremental progress on a tough problem.
4) Build momentum.

26
Q

Execute results within your time box

A

1) Execute within your timebox and stop when you run out of time
2) how to stay completely focused
3) how to treat time as a limited resource, 4) how to tune your results.

27
Q

Iteration planning

A

1) selects and reviews the stories for the current iteration
2) defines and estimates the tasks necessary to deliver the increment of work
3) tasks are typically estimated in “ideal developer days” or even hours
4) details of the requirements are discussed and negotiated

28
Q

Iteration Planning Guidelines

A

1) first day of the iteration, first thing in the morning. no more than 4 hours.
2) Create task estimates for each story on the basis of ideal effort hours, or points
3) at least one story with a demonstrable function included in the iteration
4) if a story breaks out into seven or more tasks, consider splitting the story.
5) Once the iteration is underway, no change requests by the product manager are allowed

29
Q

Agile Release Planning

A

1) Small releases are better
2) They provide a constant flow of shippable product increments and generate regular feedback from the end-users
3) The logistics and overheads of releasing need to be minimized

30
Q

Purpose of Agile Release Planning

A

A goal for the release.
A prioritized set of stories that will be developed in the release.
A coarse estimate for each story.
A date for the release.

31
Q

Preparing for the Release Planning Meeting

A

1) Define a goal for the release
2) Produce a prioritized wishlist of stories for the release
3) Time permitting, have some developers preview the wishlist to ensure they understand the gist of the stories
4) Review the wishlist

32
Q

Purpose of the Release Planning Meeting

A

1) everyone in the team understand and commit to delivering the agreed release by the agreed date.
2) The product owner explains the release goal to the team
3) The developers provide their team’s velocity
4) In the order of value, the product owner introduces each story to the developers.
5) The developers ask enough questions
6) The developers assess the technical risk for each story and provide some classification, e.g. high, medium or low.
7) the product owner selects the stories from the wishlist to make up the release plan.
8) Consensus

33
Q

Daily standups

A

1) What was accomplished yesterday
2) What is planned to accomplish today
3) What issues are blocking progress

34
Q

Goals of daily standups

A
GIFTS (Good start, Improvement, Focus, Team, Status)
To help start the day well
To support improvement
To reinforce focus on the right things
To reinforce the sense of team
To communicate what is going on
35
Q

Burn up charts

A

1) A burn-up chart tracks how much work is done.

2) Line showing how much work is in the project as whole (the scope as workload), and this can change

36
Q

Overview of Cumulative Flow Diagrams

A

1) Whether or not value is being delivered as the result
2) Are stories reaching the final status?
3) Where the bottlenecks are in our workflow
4) How long it takes something of value to be produced
5) Whether the scope of a project is changing

37
Q

Burndown chart vs Cumulative flow diagram

A

1) Outstanding work at a particular time vs how we are doing in terms of delivering value
2) The cumulative flow graph is not bound by sprint boundaries

38
Q

Kanban cumulative flow diagram items

A

1) Backlog
2) Priority 3
3) Priority 2
4) Priority 1
5) Working
6) The Pen
7) Complete
8) Archive

39
Q

Downsides of Cumulative Flow Graph

A

1) The CFG is information dense, so it is harder for a beginner to understand and interpret.
2) CFGs are a lot harder to maintain by hand

40
Q

Intraspective

A

1) similar to retrospective
2) Discussion of issues
3) determine needed process changes
4) Intra -> with in (during the sprint)

41
Q

agile discovery

A

1) find what customer want
2) Listening - build an understanding by listening to customer
3) interacting up front
4) gaining clarity

42
Q

discovery team

A

1) PO put together a team
2) progressive elaboration => user story
3) Continuous customer engagement
4) requirements handed off to delivery team
5) discovery continues

43
Q

agile req review

A

1) backlog grooming

2) no formal requirements signoff

44
Q

Agile tools

A

1) learn and grow
2) collaboration games
3) 5 whys
4) intraspective meeting

45
Q

Collaboration

A

1) leader is not necessary
2) members are responsible and accountable
3) trust and respect

46
Q

Collaboration games

A

1) having fun and learning
2) build rapport and accountability
3) structured activities
4) improved understanding ownership and relationships
5) eg. the broken telephone, human knot, one word story telling

47
Q

Intraspective explained

A

1) Scrum master (PO not involved)
2) Held as necessary
3) discuss issue and to identify solution