Project planing Flashcards

1
Q

Software custom built in house

A

Developers and users belong to the same organisation

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2
Q

Software can also be outsourced

A

Purchased from a different organisation than the one using it.

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3
Q

ERP system

A

System that is customisable to each organisation

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4
Q

Advantages of off the shelf

A
  • Cheaper as supplier can spread cost of large number of customers
    -Software already exists:
    -trialed already
    • No delay in implementation
      Many users so defects and bugs are more commonly found and erradicated
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5
Q

Disadvantages of off the shelf

A

-Customers will have the same application, allowing no competitive advantage
- Customer may needto change the way they work in order to fit the application
- customer does not own code and cannnot change or personalise
- danger of over reliance, risk if they stop supporting the project.

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6
Q

Structured Approach

A
  • Heavyweight approaches, rigid structure
    -Step by Step Methods where each step and product is carefully defined
    -Emphasis on quality first time
    -UML diagrams, Class, sequence etc
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6
Q

General approach to follow

A

Look at risks and uncertainties
are requirements understood
are technologies being used well

Look at the application being built(IT system, embedded system, mobile application etc

Approaches with heavy structure verses speed…
Does the require reliability and safetly
or is a fast delivery needed due to market changes.

Software Development process, waterfall agile etc

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6
Q

Choice of development process model

A

Waterfall model, one shot or one through. step by step
-Prototyping, evolutionary development model(feedback) proof of concept
-incremental delivery system can be used early whle other sections are being developed
-Agile- Scrum, Flexibility, projects that have constant changing requirements

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7
Q

Agile Methods

A

Prioritise Quick development, speed of delivery
RAD, Rapid application Development
SCRUM, framework to be agile

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7
Q

Waterfall vs Agile (waterfall ADV and DisADV)

A
  • everything is planned, predictive approach
  • classical model
  • limited for scope for iteration
    -no working software until later on into the project
    -high amounts of risks and uncertainty
  • not good for complex and oop designs
    -poor for long ongoing projects
    -not good if requirements have a high chance of changing
    Integration is done at the end

Advantages-
-simple and easy to use
-easy to manage due to rigid model, each phase has specific deliverables.
-phases are processed and completed one at a time
-works well for smaller projects.
-clearly defined stages
-well understood milestones
-process and results are well documented.

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8
Q

Waterfall vs Agile (Agile)

A

Fail fast, fail safe, based on experience, empiric approach

Disadvantages:
- large amounts of documentation
-documentation needs to be kept up to date
-communication accross specialised groups, can cause communication barriers.
-user exclusion from decision process
-long lead times to deliver anything

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9
Q

Projects that suit Agile delivery

A

-Aggressive deadlines
-High degree of complexity
Unique ness- novelty
-delivering valuble features first, so key business needs can be met.

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10
Q

Extreme Programming (XP)

A

a type of agile development.

-increments one to three weeks
-customer(end users) can suggest improvement at any point
-elimination of distinction between design and building of software.
- code developed to meet current needs only
-frequent refactoring to keep code structured.
-Developers work in pairs
-test Driven development
-consolidated set of test cases

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11
Q

Limitations of XP

A

-Reliance on High quality developers
- Dependence on personal Knowledge
-Rational for decisions may be lost, Which test checks a particular requirement
-Reuse of existing code less likely

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12
Q

“Throw Away” prototype

A

-Used to learn about an area of uncertainty, once knowlge is gained then prototype is thrown away

  • Suitable for when the final design is unclear, and for when comparing alternatives
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13
Q

“Evolutionary” Prototypes

A

-Developed and modified until it becomes an operational system
- Suitable for when the final design is clear

14
Q

Prototype

A
  • A model for aquiring requirement
    -a working model built to learn how to work system could operate
15
Q

Reasons for Prototyping

A

-Learn by doing
-Improved communication
-improved user involvement
-feedback loop is established
-reduces need for documentation
-reduces maintenance cost, due to changes -before application goes live, feedback
-Producing expected results

16
Q

Dangers of Prototyping

A

-Users may misunderstand the role of the prototype
-expectations may be too high
-lack of project control and standards
-additional expense of building prototypes
-focus on useable interface, could be at expense of machinery efficiency

17
Q

Incremental Delivery

A

The application to be delivered is broken down into a number of components and lots that provide immediate value to customers

Each component is developed as a seperate increment

18
Q

Incremental Pros and Cons

A

Feedback from early stages
easier to cope with changing requirements
user gets some benefits earlier
project may be put aside temporarily

disADV
loss of economy of scale-Some costs will be repeated
Software Breakage, later requirements may break Earlier requirements

19
Q

Activity based Approach

A

-Draw up a work breakdown structure listing the work items needed based off similar past products

20
Q

Product based approach

A

used in Prince2 and StepWISE
- List deliverable and intermediate products of projects -PBS
- Identify the order which products have to be created -Product flow diagram
- Work out activities needed to create the products e.g. activity network

21
Q

Hybrid approach

A
  • mix between Activity and Product based approach
  • start with simple list of final deliverables
  • apply to each deliverable and
22
Q

Labelling Convention

A

Earliest start
Duration
Earliest finish
Latest start
Float- amount of time an activity can be delayed without affecting project timeline
Latest finish

22
Q

Simple Bar Chart

A

The start and duration
understand the duration of tasks

22
Q

Assumptions of Activity network

A

-Each project is composed of a number of activities
-Can start when at least one activity is ready to start
-is completed when al activities are completed

22
Q

GANTT chart

A

-Each Task is represented visually
- Dependencies can be seen via Arrows
- the critical path sequence of tasks with Zero Float = No flexibility
-progress is visible and responsibilities can be assigned

22
Q

Activity Network

A

-Assess the feasibility of the planned project completion Date
-Identify when resourses will need to be deployed to activities
-Calculate when costs will be incurred
-Globally coordinated and motivate the project team

23
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23
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