Scrum Flashcards
What are the three pillars of Scrum?
Transparency, Inspection and adaptation
Iteration
A timeboxed cycle of development on a product or deliverable in which all of the work that is needed to deliver value is performed.
Iteration Plan
A detailed plan for the current iteration
Iteration Planning (Sprint Planning)
A meeting to clarify the details of the backlog items, acceptance criteria, and work effort required to meet an upcoming iteration commitment.
Iteration (Sprint) Review
A meeting held at the end of an iteration to demonstrate the work that was accomplished during the iteration.
Test-Driven Development
A technique where tests are defined before work is begun, so that work in progress is validated continuously, enabling work with zero defect mindset.
Spike
A short time interval within a project, usually of fixed length, during which a team conducts research or prototypes an aspect of a solution to prove its viability.
Spikes are also described as time-boxed research or experiments and are useful for estimation.
impediment
an obstacle that prevents the team from achieving its objectives. It is also known as a blocker.
“Simplicity” in agile
Maximizing the work that is not done
Continuous Integration
Continuous integration aims to merge code and have a working build once a day, then executes automated tests quickly to see if anything is broken. This frequent checking ensures less time passes before a problem is identified. It is designed to merge all changes made to the software and test them automatically, discovering any defects or issues on a daily basis.
Fast Failure
Agile operates on the concept of delivering increments of value. Fast failure means that particular feature or proof-of-concept effort was not successful. By failing fast and in small increments, the project team is able to learn and adjust quickly and at a much lower cost.
Technical Debt
Technical debt, where code may be rushed to production without being simplified or refactored. With each subsequent release it creates more work to build on and work around disorganized code.
What are the 3 C’s on user story creation?
The three C’s on user story creation are: Card, Conversation and Confirmation. Once the user story card is created, have a conversation with developers and testers to ensure understanding, can for any gaps, and estimate the effort required. Finally, confirm the acceptance criteria. You then place it in the backlog for prioritisation in an upcoming sprint
Push + Pull Communication
Push communication is used to send information to specific recipients who need to know. Push Communication is done using letters, faxes, memos, etc.
Pull communication is used for large volumes of information. The methods for this type of communication include internet sites and blogs. Example: Information to public on the website.
Grade and Quality
Quality is the degree to which the product meets the customer’s requirements
Grade is the category assigned to products that have the same functional use but different technical characteristics.
Cycle time
Lead time
Cycle time is from the time you start a task until you complete it. This is represented by the time an item enters the “develop and Unit Test” bin till the time it enters the “Done” bin. It is the time it takes to process an item
A lead time is the total time it takes to deliver an item, measured from the time it is added to the board to the moment it is delivered
Lead time = Response time + cycle time
Root cause analysis
Root cause analysis includes
- Problem identification
- Discovery of underlying causes of a problem
- Development of preventive actions.
Run Rate
Simplified cost calculations
Specifications by Example (SBE)
SBE is a collaborative approach to defining requirements and business-oriented functional tests for software products based on capturing and illustrating requirements using realistic examples instead of abstract statements.
Value Stream Mapping
This is a lean enterprise technique used to document, analyze, and improve the flow of information or materials required to produce a product or service for a customer. It can also help to identify waste across the entire process.
Organizational Structure and Organizational Culture
One cannot do without the other.
Primary measure of progress
Working software
Behaviour-Driven Development (BDD)
This involves a system design and validation practice that uses test-first principles and English-like scripts.
Single loop learning
This is the practice of attempting to solve problems by just using specific predefined methods, without challenging the methods in light of experience