Vocabulary Flashcards

1
Q

100-point method

A

A prioritization method where stakeholders distribute 100 points as votes across available work items.

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2
Q

5 Whys technique

A

A root cause analysis technique where “Why?” is asked repeatedly to determine the underlying issue.

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3
Q

80/20 rule

A

Also known as the Pareto principle, stating that 80% of consequences come from 20% of causes.

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4
Q

A3

A

A problem-solving process limiting pertinent information to a single A3-sized sheet of paper.

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5
Q

AC (Actual Cost)

A

The realized cost incurred for work performed on an activity during a specific time period.

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6
Q

Acceptance criteria

A

A set of conditions that must be met before deliverables are accepted.

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7
Q

Acceptance test-driven development (ATDD)

A

A development method where team members collaborate to define acceptance test criteria before work begins.

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8
Q

Activity

A

A distinct, scheduled portion of work performed during a project.

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9
Q

Activity code

A

An alphanumeric value assigned to activities for classification, sorting, and filtering.

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10
Q

Activity identifier

A

A unique alphanumeric value assigned to an activity to differentiate it from others.

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11
Q

Activity label

A

A phrase that names and describes an activity.

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12
Q

Actual cost (AC)

A

The total cost incurred for completed work during a specific period.

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13
Q

Adaptive planning

A

High-level planning at the beginning, with detailed planning as the project progresses.

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14
Q

Affinity estimate

A

A technique for high-level estimation by grouping work items based on size and making relative estimations.

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15
Q

Agile

A

A mindset and methodology focused on flexibility, communication, collaboration, and continuous customer feedback.

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16
Q

Agile coach

A

A professional who trains, mentors, and facilitates Agile transformations.

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17
Q

Agile life cycle

A

An iterative and incremental approach to development and refinement of work items.

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18
Q

Agile Manifesto

A

A document outlining Agile values and principles, published in 2001 by software developers.

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19
Q

Agile mindset

A

Thinking and practicing Agile principles to deliver customer value continuously.

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20
Q

Agile Unified Process (AUP)

A

A simplified Agile framework modeled on the Rational Unified Process (RUP).

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21
Q

Analogous estimating

A

Estimating project duration or cost using historical data from similar projects.

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22
Q

Artifacts

A

Tangible by-products of a project that provide transparency, such as a product backlog or design documents.

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23
Q

Audit

A

A structured process to assess and verify compliance with organizational and project policies.

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24
Q

Backlog

A

An ordered list of requirements or tasks in Agile development.

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25
Q

Backward pass

A

A technique in critical path method for calculating late start and late finish dates.

26
Q

Baseline

A

The approved version of a work product used as a basis for comparison to actual results.

27
Q

Behavior-driven development (BDD)

A

An Agile methodology that focuses on expected user behavior in test cases.

28
Q

Benefit-cost ratio (BCR)

A

A financial metric comparing proposed costs and expected benefits

29
Q

Bottom-up estimating

A

Estimating project duration or cost by aggregating lower-level work package estimates.

30
Q

Budget at completion (BAC)

A

The total budget established for the entire project.

31
Q

Burndown chart

A

A graphical representation of work remaining versus time remaining in a timebox.

32
Q

Business requirements document (BRD)

A

A document listing all requirements for a specific project.

33
Q

Cause-and-effect diagram

A

Also known as a fishbone or Ishikawa diagram, used for root cause analysis.

34
Q

Change control

A

The process of identifying, documenting, and approving/rejecting project changes.

35
Q

Change request

A

A formal proposal to modify any project document, deliverable, or baseline.

36
Q

Collocated team

A

A project team that works in the same physical location to enhance collaboration.

37
Q

Contingency plan

A

A predefined action plan for responding to identified project risks.

38
Q

Continuous integration (CI)

A

A practice where work products are frequently integrated and validated.

39
Q

Cost baseline

A

The approved version of cost estimates plus contingency reserves, used for tracking project expenses.

40
Q

Cost of quality (COQ)

A

A method for determining resource allocation to prevent or rectify defects.

41
Q

Cost performance index (CPI)

A

A measure of cost efficiency calculated as Earned Value (EV) divided by Actual Cost (AC).

42
Q

Crashing

A

A schedule compression technique that adds resources to shorten project duration at the least cost.

43
Q

Critical path

A

The longest sequence of dependent activities determining the shortest possible project duration.

44
Q

Daily Scrum

A

A short daily meeting for Agile teams to review progress and plan work for the day.

45
Q

Definition of Done (DoD)

A

A shared understanding of the criteria required to declare a deliverable as complete.

46
Q

Earned value (EV)

A

The measure of work performed in terms of the budget allocated to it.

47
Q

Estimate at completion (EAC)

A

The projected total cost of completing all work.

48
Q

Iteration

A

A timeboxed cycle in Agile development where all necessary work is performed to deliver value.

49
Q

Kanban board

A

A visualization tool that helps manage workflow by making bottlenecks and work quantities visible.

50
Q

Lead time

A

The total time taken from the initiation of a work item to its completion.

51
Q

Milestone

A

A significant point in a project schedule marking the completion of a phase or key event.

52
Q

Monte Carlo analysis

A

A statistical technique used to assess project risks and forecast probable outcomes.

53
Q

Net present value (NPV)

A

A financial metric that calculates the value of future cash flows in today’s terms.

54
Q

Risk register

A

A document that captures all identified risks and their response strategies.

55
Q

Scrum

A

An Agile framework with predefined roles, events, and artifacts to facilitate iterative development.

56
Q

Sprint

A

A fixed time period (e.g., 2 weeks) in which a Scrum team works to complete a set amount of work.

57
Q

Story point

A

A unit of measure used in Agile to estimate work effort relative to other tasks.

58
Q

Total float

A

The amount of time an activity can be delayed without delaying the overall project completion.

59
Q

User story

A

A brief, user-centric requirement describing deliverable value.

60
Q

Work breakdown structure (WBS)

A

A hierarchical decomposition of work required to complete a project.