Section 1 - Key Terms Flashcards
ACP
Agile Certified Practitioner
Acceptance Test Driven Development
A method used to communicate with business customers, developers, and testers before coding begins
Active Listening
To focus on what is said and provide feedback to communicate understanding
Adaptive Leadership
A leadership style that helps teams to thrive and overcome challenges throughout a project.
Affinity Estimation
A method used to quickly place user stories into a comparable-sized group.
Agile
To develop a goal through periodic experimentation in order to fulfill the need of a complex decision.
Agile Adaption
To adapt the project plan continuously through retrospectives in order to maximize value creation
during the planning process.
Agile Coaching
To help achieve goals that is either personal or organizational.
Agile Experimentation
To use the empirical process, observation, and spike introduction while executing a project to influence
planning.
Agile Manifesto
A statement that reflects Agile Philosophy that includes: individuals and interactions over processes and
tools, working software over comprehensive documentation, customer collaboration over contract
negotiation, and responding to changes over following a plan.
Agile Manifesto Principles
A document that describes the twelve principles of the Agile Manifesto.
Agile Manifesto: Customer Satisfaction
To satisfy customers through early and continuous delivery of products, to test and receive feedback, to
inform customers on progress, and to fulfill the customer’s value by completing priority requirements.
Agile Manifesto: Welcome Changes
To allow quick responses to changes in the external environment, and late in development to maximize
the customer’s competitive advantage.
Agile Manifesto: Frequent Delivery
To deliver software frequently to the customer, allowing for a quicker product release, faster provision
of value to the customer and shorter delivery timeframe
Agile Manifesto: Collocated Team
To have individuals work together daily on a project to implement osmotic communication, focus, and
receive instant feedback to achieve a common goal
Agile Manifesto: Motivated Individuals
To give individuals the empowerment, environment, support, and trust needed to complete a task
successfully
Agile Manifesto: Face-to-Face Conversation
The most efficient and effective way to communicate in order to receive direct feedback and influence
osmotic communication
Agile Manifesto: Working Software
Working software enables the measurement of progress, enhance customer satisfaction, and maintain
and improve the quality of the software to help support project goals.
Agile Manifesto: Constant Pace
To help team members establish a healthy work-life balance, remain productive, and respond to
changes swiftly for progress during a project
Agile Manifesto: Continuous Attention
To enhance agility and time spent on work requirements in order to retain a well-balanced work
environment
Agile Manifesto: Simplicity
Allows team members to focus on what is necessary to achieve the requirements needed to create and
deliver value to the project and customer
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.
Agile Manifesto: Regular Reflection
This allows a team to learn how to become more effective, what changes need immediate
implementation, and behavior that needs adjustment.
Agile Mentoring
To pass on and teach based on experience, knowledge, and skills to other individuals in the team or that
work for the organization.
Agile Methodologies
A way to complete a goal effectively and efficiently. Examples of Agile Methodologies include XP, Scrum,
and Lean
Agile Modeling
A workflow depiction of a process or system a team can review before it is turned into code.
Stakeholders should understand the model.
Agile Planning
The most important aspect of the Agile project. Planning happens at multiple levels such as strategic,
release, iteration, and daily. Planning must happen up-front and can change throughout the project.
Agile Practices
To make use of the Agile principles through activities.
Agile Projects
A project that occurs based on the Agile Manifesto and Agile Principles
Agile Smells
Symptoms of problems that affect Agile teams and projects
Agile Space
A space that allows team members to establish collaboration, communication, transparency, and
visibility
Agile Themes
Themes used to help the team focus on the functions of iteration
Agile Tooling
To increase team morale with software or artifacts
Analysis
To develop possible solutions by studying the problem and its underlying need and to understand the
information provided
Approved Iterations
After the deadline of iteration is reached, the team and stakeholders conduct a meeting for approval.
Stakeholders approve the iteration if the backlog used supports the product increment
Architectural Spikes
Spikes that relate to any area of a system, technology, or application domain that is unknown
Artifact
A process or work output Ex. Document, Code
ASD
Exhibits continuous adaptation to the project and its processes with characteristics that include: mission
focused, feature based, iterative, time-boxed, risk driven, and change tolerant.
Automated Testing Tools
These tools allow for efficient and strong testing. Examples: Peer Reviews, Periodical Code-Reviews,
Refactoring, Unit Tests, Automatic and Manual Testing
Being Agile
To work in a responsive way to deliver the products or services a customer needs and when they want
the products or services
Brainstorming
An effective and efficient way of gathering ideas within a short period of time from a group.
Burn-Down Chart
A chart used to display progress during and at the end of iteration. “Burning down” means the backlog
will lessen throughout the iteration
Burn Rate
The rate of resources consumed by the team; also cost per iteration
Burn-Up Chart
A chart that displays completed functionality. Progress will trend upwards, as stories are completed.
Only shows complete functions, it is not accurate at predicting or showing work-in-progress.
CARVER
An acronym to measure the goals and mission of the project with each letter meaning: Criticality,
Accessibility, Return, Vulnerability, Effect, and Recognizeability.
Ceremony
A meeting conducted during an Agile project that consists of daily stand-up, iteration planning, iteration
review, and iteration retrospective.
Change
To change requirements that increase value to the customer
Charter
A document created during initiation that formally begins the project. The document includes the
project’s justification, a summary level budget, major milestones, critical success factors, constraints,
assumptions, and authorization to do it.
Chicken
An individual involved but not committed to an Agile project.
Coach
A team role that keeps the team focused on learning and the process
Collaboration
A method of cooperation among individuals to achieve a common goal
Collective Code Ownership
The entire team together is responsible for 100% of the code.
Collocation
The entire team is physically present, working in one room
Common Cause
An issue solved through trend analysis because the issue is systematic.
Communication
To share smooth and transparent information of needs.
Command & Control
Decisions created by higher up individuals in the organization and handed over to the team.
Compliance
To meet regulations, rules, and standards
Cone of Silence
An environment for the team that is free of distractions and interruptions.
Conflict
Disagreements in certain areas between individuals.
Conflict Resolution
An agreement made after a conflict.
Continuous Improvement
To ensure that self-assessment and process improvement occurs frequently to improve the product
Continuous Integration
To consistently examine a team member’s work. To build, and test the entire system.
Coordination
To organize work with the goal of higher productivity and teamwork.
Cost Performance Index (CPI)
To measure the cost spent on a project and its efficiency. Earned Value / Actual Cost = CPI
Cross-Functional Team
Teams that consist of members who can complete various functions to achieve a common goal. Team
members are able to do more than one role in a project
Crystal Family
An adaptable approach that focuses on interaction between people and processes that consists of
families that vary based on team size, system criticality, and project priorities.
Cumulative Flow Diagram
A chart that displays feature backlog, work-in-progress, and completed features.
Customer
The end-user who determines and emphasizes business values.
Customer-Valued Prioritization
To deliver the maximum customer value early in order to win customer loyalty and support.
Cycle Time
The time needed to complete a feature (user story)
Daily Stand Up
A brief meeting where the team shares the previous day’s achievements, plans to make achievements,
obstacles, and how to overcome the obstacles.
Decide As Late As Possible
To postpone decisions to determine possibilities and make the decision when the most amount of
knowledge is available
DEEP
The qualities of a product backlog which include: detailed, estimate-able, emergent, and prioritized.
Deliverables
A tangible or intangible object delivered to the customer. Ex. Document, Pamphlet, Report
Disaggregation
To separate epics or large stories into smaller stories
Dissatisfaction
The lack of satisfaction among workers such as, work conditions, salary, and management-employee
relationships. Factors known as demotivators
Distributive Negotiation
To reach a deal through tactics so both parties receive the highest amount of value possible
Done
When work is complete, and meets the following criteria: complies, runs without errors, and passes
predefined acceptance and regression tests.
Dot Voting
A system of voting where people receive a certain number of dots to vote on the options provided.
Dynamic Systems Development Model (DSDM)
A model that provides a comprehensive foundation for planning, managing, executing, and scaling agile
and iterative software development projects based on nine principles that involve business needs/value,
active user involvement, empowered teams, frequent delivery, integrated testing, and stakeholder
collaboration.
Earned Value Management (EVM)
Earned Value Management, works well at iteration. It is a method to measure and communicate
progress and trends at the current stage of the project.
Emergent
Stories that grow and change overtime as other stories reach completion in the backlog
Emotional Intelligence
An individual’s skill to lead and relate to other team members.
Epic Story
A large story that spans iterations, then disaggregated into smaller stories
Escaped Defects
Defects reported after the delivery by the customer
Expectancy Theory
An individual chooses to behave in a particular way over other behaviors because of the expected
results of the chosen behavior.
Exploratory Testing
To inquire how software works with the use of test subjects using the software and asking questions
about the software.
Extreme Persona
A team-manufactured persona that exaggerates to induce requirements a standard persona may miss.
eXtreme Programming (XP)
A methodology in Agile with one-week iterations and paired development
Feature-Driven Development (FDD)
A comprehensive model and list of features included in the system before the design work begins.
Feature
A group of stories that deliver value to the customers
Feedback
Information or responses towards a product or project used to make improvements.
Fibonacci Sequence
A sequence of numbers used in Agile estimating, 0, 1, 2, 3, 5, 8, 13, 20, 40, 100.
Finish Tasks One by One
Tasks must be finished in all iterations to meet the “Definition of Done” requirements as a way to track
progress and allow frequent delivery.
Fishbone Diagram
A root cause diagram
Five Whys
The root causes analysis technique that asks WHY five times. The problem is looked into deeper each
time WHY is asked. Toyota developed this technique.
Fixed Time Box
Assigned tasks prioritized for completion based on an estimated number of days. Top priorities are
usually completed first
Focus
To stay on task, and is facilitated by the scrum master or coach.
Force Field Analysis
To analyze forces that encourages or resists change.
Functionality
An action the customer must see and experience from a system, which will add value to the customer.
Grooming
To clean up the product backlog by removal of items, disaggregation of items, or estimation of items
Ground Rules
Unwritten rules decided and followed by team members
Herzberg’s Hygiene Theory
A theory that states factors in the workplace create satisfaction and dissatisfaction in relation to the job
High-Bandwidth Communication
Face-to-face communication that also includes non-verbal communication.