PMI Glossary Flashcards

1
Q

Acceptance Test Driven Development

A

Method used to communicate with business, devs and testers before coding begins

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2
Q

Active Listening

A

To focus on what is said and provide feedback to communicate understanding

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3
Q

Adaptive Leadership

A

leadership that helps teams to thrive and over come challenges throughout a project

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4
Q

Affinity estiamtion

A

Method to quickly place user stories into comparable sized group

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5
Q

Agile

A

To develop a goal through periodic experimentation in order to fulfill the need of complex decision

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6
Q

Agile Adaption

A

To adapt project continously through retrospective in order to max value creation during planning process

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7
Q

Agile Experimentation

A

To use empirical process, observation & spike intro while executing a project to influence planning

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8
Q

Agile Manifesto

A

1) Individual & interaction over process & tools; 2) Working software over comprehensive doc 3) Customer collaboration over contract negotiation, and responding to changes over following a plan

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9
Q

Agile Manifesto: Customer Satisfaction

A

To satisfy customers thru early and continuous delivery of products, to test and receive feedback, to inform customers on progress, and to fulfill customer’s value by completing priority req

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10
Q

Agile Manifesto: Frequent Delivery

A

To deliver software frequently to the customer, allowing for a quicker product release, faster provision of value to the customer and shorter delivery time frame

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11
Q

Agile Manifesto: Collocated Team

A

To have individuals work together daily on a project to implement OSMOTIC communication, focus and receive instant feedback to achieve common goal

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12
Q

Agile Manifesto: Motivated Individuals

A

To give individuals the empowerment, environment, support and trust needed to complete a task successfully

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13
Q

Agile Manifesto: Face-to-Face Conversation

A

Most efficient and effective way to communicate in order to receive direct feedback & influence osmotic communication

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14
Q

Agile Manifesto: Working Software

A

Working software enables the measurement of progress, enhance customer satisfactions and maintain and improve the quality of the software to help support project goals

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15
Q

Agile Manifesto: Constant Pace

A

To help team establish a healthy work-life balance, remain productive and respond to change swiftly for progress during a project

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16
Q

Agile Manifesto: Continuous Attention

A

To enhance agility and time spent on work req in order to retain a well-balanced work environment

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17
Q

Agile Manifesto: Simplicity

A

Let team focus on what is necessary to achieve the req needed to create and deliver value to the project and customer

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18
Q

Agile Manifesto: Self-organization

A

Team that knows how to complete tasks effectively, has dedication to the project and is expert on the process and project

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19
Q

Agile Manifesto: Regular Reflection

A

Let team to learn how to become more effective, what changes need immediate implementation and behavior that needs adjustment

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20
Q

Agile Mentoring

A

To pass on and teach based on experience, knowledge, and skill to other in team or that work for the org

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21
Q

Agile Methodologies

A

A way to complete a goal effectively and efficiently / Example - XP , Scrum , Lean

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22
Q

Agile Modelling

A

A workflow depiction of a process/system a team can review before it is turned into code; Stakeholder should understand the model / Example - User case diagram, Data models, Screen design

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23
Q

Agile Planning

A

Most important aspect of Agile project - Planning happen at multiple levels such as strategic, release, iteration and daily. Planning must happen up-front and can change throughout project

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24
Q

Agile Space

A

A space that let team to establish Collaboration, Communication, Transparency and Visibility

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25
Q

Agile Theme

A

Used to help team focus on the functions of iteration

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26
Q

Approved Iterations

A

After the deadline of iterations is reached, the team and stakeholders conduct a meeting for approval. Stakeholders approve the iteration if the backlog used supports the product increment

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27
Q

Architectural Spikes

A

Spikes that relate to any area of system, tech, or application domain that is unknown

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28
Q

Artifact

A

A process or work output / Example - Document, Code

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29
Q

Adaptive Software Development (ASD)

A

Exhibits continuous adaption to the project and its processes with characteristics that include - Mission focused, Feature based, Iterative, Time-boxed, Risk driven & Change Tolerant

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30
Q

Automated Testing Tools

A

Tools let for efficient and strong testing / Example - Peer Reviews, Periodical Code-review, Refactoring, Unit Test, Automatic & Manual Testing

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31
Q

Being Agile

A

To work in responsive way to deliver products or services a customer needs and when they want the products or services

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32
Q

Brainstorming

A

Effective and efficient way of gathering ideas within short period of time form a group

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33
Q

Burn-Down Chart

A

To display progress during and at the end of iteration; “Burning down” means that backlog will lessen throughout the iteration

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34
Q

Burn Rate

A

Rate of resources consumed by the team; also cost per iteration

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35
Q

Burn-Up Chart

A

To display complete functionality. Progress will trend upward, as stories are completed. Only show complete functions, it isn’t accurate at predicting or showing WIP

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36
Q

CARVER

A

Acronym - to measure the goals and mission of the project -> Criticality, Accessibility, Return, Vulnerability, Effect & Recognizeability

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37
Q

Ceremony

A

Agile meetings - Daily stand-up, Iteration planning, Iteration Review and Iteration Retro

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38
Q

Charter

A

Doc created during initiation that formally starts the project; Includes Justification, summary level budget, major milestone, critical success factors, constraints, assumptions and authorization

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39
Q

Chicken

A

One involved but not committed to agile project

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40
Q

Coach

A

role that keep team focused on learning and the process

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41
Q

Collaberation

A

Method of cooperation among individuals to achieve common goal

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42
Q

Collective Code Ownership

A

Entire team together is responsible for 100% of code

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43
Q

Collocation

A

Entire team physically present, working in one room

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44
Q

Common cause

A

Issue solved through TREND ANALYSIS cuz issue is systematic

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45
Q

Communication

A

To share smooth and transparent info of needs

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46
Q

Command & Control

A

Decision created by higher-up in org and handed over to the team

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47
Q

Cone of Silence

A

Environment of the team that is free of distractions and interruptions

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48
Q

Continuous Integration

A

To consistently examine a team’s work; To build and test entire system

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49
Q

Coordination

A

To organize work with goal of higher productivity and teamwork

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50
Q

Cost Performance Index (CPI)

A

To measure the cost spent on a project and its efficiency; Earned Value / Actual Cost = CPI

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51
Q

Cross-functional Team

A

Team who completes various functions to achieve a common goal; Able to do more than one role in a project

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52
Q

Crystal Family

A

Adaptable approach that focus on interaction btw ppl and processes that consists of families that vary based on team size, system criticality & project priorities; Contributed to Osmotic Communication

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53
Q

Cumulative Flow Diagram

A

Displays Feature Backlog, WIP & Completed features

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54
Q

Customer-valued Prioritization

A

Deliver max customer value early in order to win loyalty and support

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55
Q

Cycle Team

A

Time needed to complete a feature/user story

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56
Q

Daily Stand-up

A

Brief meeting where team share previous day’s achievement, plan to make achievement, obstacle and how to overcome obstacle

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57
Q

Decide as late as possible

A

To postpone decision to determine possibilities and make decision when most amount of knowledge is available

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58
Q

DEEP

A

Product backlog qualities - Detailed, Estimate-able, Emergent and Prioritized

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59
Q

Disaggregation

A

To separate epics or large stories into smaller stories

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60
Q

Dissatisfaction

A

Demotivators - Work conditions, salary and management

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61
Q

Distributive Negotiion

A

To reach a deal through tactics so both parties receive highest amount of value possible

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62
Q

Done

A

When work is complete and meets the criteria - Complies, Runs without errors and passes predefined acceptance and regression tests

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63
Q

Dot Voting

A

Voting system where ppl receive a certain # of dots to vote on the options provided

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64
Q

Dynamic Systems Development Model (DSDM)

A

Model that provides a comprehensive for planning, managing, executing and scaling agile and iterative software development project based on 6 principles that involve 1) business needs/values, 2) active user involvement 3) empowered team 4) freq delivery 5) integrated testing 6) Stakeholder Collaboration

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65
Q

Earned Value Management (EVM)

A

EVM works well at iteration. Method to measure and communicate progress and trends at the current stage of project

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66
Q

Emergent

A

Stories that grow and change overtime as other stories reach completion in backlog

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67
Q

Epic

A

A large story that span iterations, then disaggregated into smaller stories

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68
Q

Escaped Defects

A

Defects reported after the delivery by customer

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69
Q

Expectancy Theory

A

An individual choose to behave in particular way over other behaviors because of expected results of chose behavior

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70
Q

Exploratory Testing

A

To inquire how software works with the use of test subjects using software and asking questions about software

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71
Q

Extreme Persona

A

Team-manufactured person that exaggerates to induce req a standard person may amiss

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72
Q

eXtreme Programming (XP)

A

Agile methodology in 1 week iterations and paired development

73
Q

Feature-driven Development (FDD)

A

comprehensive model and list of feature included in the system before the design work begins

74
Q

Fibonacci Sequence

A

Sequence of # used in Agile estimating (0, 1,2,3,5,8,13,20,40, 100)

75
Q

Finish Task One by One

A

Task must be finished in all iterations to meet the “Definition of done” req as a way to track progress and let freq delivery

76
Q

Fishbone Diagram

A

Root Cause diagram

77
Q

5 Whys

A

Root Cause analysis that asks WHY 5 times

78
Q

Fixed Time Box

A

Assigned tasks prioritized for completion based on estimated # of days; Top priority are usually completed first

79
Q

Force Field Analysis

A

To analyze forces that encourage/resist change

80
Q

Grooming

A

To clean up product backlog by removal of items, disaggregation of times or estimation of times

81
Q

Herzberg’s Hygiene Theory

A

A theory that state factors in workplace create satisfaction and dissatisfacton in relation to the job

82
Q

High Performing Team

A

Team reaches MAX performance by creation of clear, detailed goals, open communication, accountability, empowerment, use of participatory decision model and the team consist of 12 or less ppl

83
Q

Ideal Time

A

Amount of time needed to complete assignment without distractions/interruptions

84
Q

Incremental Delivery

A

Functionality conveyed in small phases

85
Q

Incremental Project Releases

A

To build upon prior release of goal, outcome, or product, not all req are met but after all release, the req will be met

86
Q

Info Radiator

A

Artifacts used to help maintain transparency of project status to team and stakeholders

87
Q

Info Refrigerator

A

Info that not transparent or useful to team and stakeholders

88
Q

Intergrative Negotiation

A

To reach agreement collaboratively that creates more value for both parties by a win-win solution

89
Q

Internal Rate of Return (IRR)

A

Discount rate that make Net Present Value (NPV) of all cash flows from a project = 0; Used to determine potential profitability of project/investment

90
Q

Intraspectives

A

To inspect within, during a meeting with Agile team to review practices, usually when a project/issue occurs

91
Q

Intrinsic Schedule Flaw

A

Poor estimation that happen at the beginning of iteration

92
Q

INVEST

A

User story Pro - Independent, Negotiable, Valuable, Estimate, Small & Testable

93
Q

Iteration

A

Work cycle, Scrum uses 2 - 4 wks, XP on 1 week

94
Q

Iteration Backlog

A

Work to complete in a particular iteration

95
Q

Iteration H

A

Iteration used to prep the software launch and to test software

96
Q

Iteration 0

A

Iteration to complete tasks before dev work occurs, for tech and architectural spikes and to gather req into backlog

97
Q

Just-In-Time

A

To min inventory cost by materials delivered before they are required

98
Q

Kaizen

A

To continue improvement through small releases

99
Q

Kanban

A

A signal used to advance transparency of WIP, new task can begin once a previous one is complete

100
Q

Kanban Board

A

Chart that shows workflow stages to locate WIP

101
Q

Kano Analysis

A

Analysis of product development & customer satisfaction based on needs fulfilled/no fulfilled vs. satisfaction/dissatisfaction

102
Q

Last Responsible Moment

A

To make decision as late as possible in order to preserve all possible options

103
Q

Little’s Law

A

Limit WIP efficiently with development of appropriate cycle time

104
Q

Low Performing Team

A

Lack of trust / No accountability / Fear of conflict / Less commitment / Less attention to details and results

105
Q

Lean Software Development (LSD)

A

Focus of “Value Stream” to deliver value to customers. Goal to eliminate waste by focus on valuable feature of a system and to deliver value in small batches; Principles: 1) Waste elimination 2) Amplify learning 3) To decide late as possible 4) Deliver as fast as possible 5) Empowerment of team 6) To build in integrity 7) To see the whole

106
Q

Maslow’s Hierarchy of Needs

A

Suggest interdependent needs (motivators) of ppl on 5 levels in order: Physiological, Safety & Security, Social, Esteem and Self-Actualization

107
Q

Min Viable Product (MVP)

A

A product with only essential features delivered to early adopters to receive feedback

108
Q

Min Marketing Feature (MMF)

A

Smallest feature of product that provide value to end user

109
Q

Monopoly Money

A

To give fake $ to business feature in order to compare the relative priority of those features

110
Q

MoSCoW Analysis

A

Help stakeholders understand importance of each req delivered: Must have, Should have, Could have and Would like to have

111
Q

Net Present Value (NPV)

A

Value that compares the amount invested today to present value of future cash receipts from the investment

112
Q

Osmotic Communication

A

To communicate by sharing an environment

113
Q

Pair Programming

A

Dev work together in XP practice

114
Q

Pareto Principle

A

80/20 rule; For Agile project, 80% of development should be spent on the top 20% of the features the customers need

115
Q

Parking Lot

A

Place for ideas that distract from main goal during a meeting

116
Q

Participatory Decision Models

A

To have stakeholders’ involvement in decision making with tech (like simple vote)

117
Q

Persona

A

Depiction of customer of system with applicable details about usage

118
Q

Pig

A

Committed individual impacted by the outcome

119
Q

Plan-Do-Check-Act (PDCA)

A

Continuous improvement - work cycle in smaller quick iterations

120
Q

Planning Game

A

In XP, to prioritize work & estimate effort req by creation of release plan

121
Q

Planning Poker

A

Tool used to estimate team effort on user stories

122
Q

Positive Value

A

To max value through INCREMENTAL work in order to gain competitive advantage

123
Q

Pre-mortem

A

Team asked to define reasons of a project’s failure and to ID causes of failure missed in previous analyses

124
Q

Present Value

A

Way to calculate time value of money

125
Q

Process Tailoring

A

To perfect agile process for a specific project and evt

126
Q

Productivity

A

Effectiveness of production, measured with output per unit of input

127
Q

Productivity Variation

A

Difference btw planned & actual performance

128
Q

Product Backlog

A

Known features for a project

129
Q

Product Road Map

A

Artifact displays planned project functionality

130
Q

Product Vision

A

A doc that describes what product is, who will use the product, why the product will be used and how the product supports the company strategy

131
Q

Product Vision Statement

A

Defines purpose & value of the product

132
Q

Programmer

A

XP role; write the code

133
Q

Progressive Elaboration

A

Approach for planning that occurs in CYCLES instead of upfront, which happens frequently

134
Q

Refactoring

A

To adjust working code to improve functionality and convervation

135
Q

Relative Prioritization

A

List of all user stories and feature order by high to low priority

136
Q

Relative Sizing

A

To estimate size of story in comparison with another story

137
Q

Release

A

Iteration outcomes delivered to cutomers

138
Q

Req Review

A

To review req so they fulfill needs and priorities

139
Q

Return of Investment (ROI)

A

Return of org makes on investment expressed by %

140
Q

Risk-Adjusted Backlog

A

Product backlog adjusted to help balance the risk & value factors of product

141
Q

Risk-based Spike

A

Helps the team remove major risk, and if the spike fails every approach possible, the project is define as “fast failure”

142
Q

Risk Burn Down

A

Chart that displays risk and success with feature vs time

143
Q

Risk Impact

A

To analyze the consequence of the risk if they occur based on their probability

144
Q

Risk Probability

A

Likelihood that risk will occur

145
Q

Risk Severity

A

How much the risk’s consequence will influence the success/failure of a project

146
Q

Role

A

A person’s description that includes their function in Agile project

147
Q

Rolling Wave Planning

A

To divide planning phase into stages

148
Q

Root Cause Analysis

A

To investigate beyond symptoms of problem and to understand the root cause of the problem

149
Q

Root Cause Diagram

A

Diagram to correlates different factors and symptom

150
Q

Satisfaction

A

Worker’s feeling when their needs are fulfilled (Motivators)

151
Q

Schedule Performance Index (SPI)

A

Ratio of earned value to planned value; EV/PV = SPI

152
Q

Scope Creep

A

Uncontrolled changes/growth in scope which goes beyond initial agreement

153
Q

Software Development Life Cycle (SDLC)

A

Cycle tends to be long and requires a lot of advanced planning

154
Q

Self-directing Team

A

Team has the capability to make their own decision, empowerment, mutual accountability and collective ownership of a project, which lead to more productive and efficient

155
Q

Self-organizing Team

A

Natural formed team that interact with min management supervision

156
Q

Servant Leadership

A

Leaders collaborate with the team and do anything the team does when needed

157
Q

Shu-Ha-Ri Model

A

Understand learning & mastery = Shu (Obey rules), Ha (consciously move away from rule), Ri (consciously find individual path)

158
Q

Specification Breakdown

A

This happen when req for the specification are incomplete or conflicting

159
Q

Spike

A

Experiment that helps team answer, a specific question and determine future action

160
Q

Sprint

A

Iteration that lasts from 1 week to month in order to measure velocity in scrum

161
Q

Sprint Plan

A

doc explains sprint goal, task and req and how the tasks will reach completion

162
Q

Story Map

A

Prioritization tool that backlogged stories made smaller and organized by user functionality

163
Q

Swarming

A

Team collaborate to focus on single user story

164
Q

Tabaka’s Model

A

To describe team with values that include self-organization, empowered to make decision, belief in vision and success, committed team, trust, participatory decision-making, consensus-driven and construction disagreement

165
Q

Task

A

Smaller job to fulfill a user story, divided among team

166
Q

Team Velocity

A

of story points completed during iteration, used to determine planned capacity

167
Q

Test-Driven Development (TDD)

A

A written acceptance test for a module with the code built to pass the test in order to ensure correct performance

168
Q

Tester

A

In XP - Explain acceptance test to customer then consistently measure the product agst the test and record result for the team

169
Q

Time-boxed

A

To set fixed delivery date for project/release

170
Q

Tracker

A

In XP - a role to measure team’s progress, and communicates the measurement to the team

171
Q

Traditional Management

A

Top-down approach that consist of long cycle, heavy planning and minimal customer involvement

172
Q

Trend Analysis

A

Analysis provides trends that will occur in the future to help control and implement continuous improvement

173
Q

Two-way Communication

A

To let communication btw parties so their concerns and perspective are given for effective feedback

174
Q

Unit Testing

A

Test used for continuous feedback to achieve quality improvement and assurance

175
Q

Value Stream Mapping

A

Tool used to analyze a chain of process with desired outcome of eliminate waste

176
Q

Variance

A

Measurement of how far apart data is from each other

177
Q

Velocity

A

Total # of feature that team deliver in iteration

178
Q

Wide-band Delphi Estimating

A

Estimation Tech for user stories - PO present user stories and discuss challenges; Each story’s estimates plotted, and then team comes to agreement on the range of points

179
Q

WIP Limits

A

To limit WIP so team maintain focus on complete work, maintain quality and deliver value