Agile Encyclopedia 1710905813
Agile Encyclopedia 1710905813
The terms and definitions found in this encyclopedia are public domain. The wording of the definitions were
taken from the following sources, with reference links to these sources for more in depth coverage of the
terminology definitions and etymology.
While the content is not new, or original, I hope that you find the various indexes and references helpful in
your search for understanding of all things Agile.
http://www.wikipedia.org/
Scrum.org
Agile Glossary
ScrumAlliance
Agile Glossary
Agile Glossary
Agile Glossary
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Scrum Terminology Index
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Agile Terminology Index
2 B 7 4 D 15
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Agile Terminology Index
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Agile Terminology Index
18 R 34 19.10 Self-Organization 41
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Agile Terminology Index
19.16 Spike 44 22 V 52
20 T 47 25 Y 54
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26.1.8 The Agile Story: Scrum Meets PMP 56 by Crystal Lee @ cPrime.com, PMP, 58
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26.1.21 5 Common Mistakes We 26.1.31 How Should We Deal With the Mess
Make Writing User Stories 59 That Scrum Exposes? 61
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1A
1.1 Acceptance Testing
Formal testing conducted to determine whether or not a system satisfies its acceptance criteria and to
enable the customer to determine whether or not to accept the system.
Reference: Wikipedia
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1.2 * Adaptive
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Affinity Estimating is a process to quickly estimate a large number of stories with high level SWAG
estimates relative to other stories in the same project. To popular tactics are to estimate using either
relative or absolute points.
When estimating with absolute units the facilitator will quickly review several stories, asking the
team for a flash vote on size (1,2,3,5,8,13,Epic). each new story is compared to the previously voted
stories for equivalent size. Each vote is a flash vote, no more than 60 seconds discussion. As each story
is estimated the story card is dropped onto the specified stack. By the end of the exercise al stories
have been assigned and absolute story point size
When estimating with relative units the delivery team works in parallel, each selecting a stack of
stories and sorting them on a wall, floor or table in relative size, smallest to largest. As the team
members work through their stacks they can reference stories placed by other team members,
possibly moving those stories to a new location in the continuum. After all stories have been placed
and the team has reviewed the relative sorting order of the entire backlog the continuum is
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translated to story points by marking equal gradations along the continuum (1,2,3,5,8,13,Epic). A this
point the team can reference the established boundaries and move stories to one side or the other of a
boundary line according to their best judgement. By the end of the process all stories will be assigned
a relative story point size.
References: SolutionsIQ
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1.4 * Agile
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Procedures and techniques used to conduct Agile software development. Although there is no
canonical set of Agile practices, most Agile practitioners adopt some subset of Scrum and XP practices.
Broadly speaking, any practice or technique that facilitates the values and principles set forth in
the Agile manifesto can be considered an Agile practice.
Scrum
Crystal,
Lean Development
All Agile methods share a common vision and core values of the Agile Manifesto.
Agile modeling
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Velocity Tracking
References:
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Agile estimation is a process of agreeing on a size measurement for the stories in a product backlog.
Agile estimation is done by the team, usually using Planning Poker.
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A philosophical foundation for effective software development, the Agile Manifesto was created by
representatives from Extreme Programming, Scrum, DSDM, Adaptive Software Development,
Crystal, Feature-Driven Development, Pragmatic Programming, and others sympathetic to the need
for an alternative to documentation-driven, heavyweight software development processes. It reads,
in its entirety, as follows:
We are uncovering better ways of developing software by doing it and helping others do it. Through
this work we have come to value:
That is, while there is value in the items on the right, we value the items on the left more.
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Simplicity
Self-organizing teams
Some of the manifesto’s authors formed the Agile Alliance, a non-profit organization that promotes
software development according to the manifesto’s principles.
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Agile Methodology is an umbrella term for several iterative and incremental software development
methodologies.
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is intended to be a collection of values, principles, and practices for Modeling software that can be applied
on a software development project in a more flexible manner than traditional Modeling methods.
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• Estimates answer the question: “How long will it take or how many can we do by a given date?”
• The Product Backlog answers the question: “What capabilities are needs for financial success?”
• Velocity answers the question: “How much can the team complete in a Sprint?”
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The development of software using Agile development practices and Agile project management.
Agile software development (ASD) focuses on keeping code simple, testing often, and delivering functional
bits of the application as soon as they're ready.
References: Wikipedia
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1.15 * Agilista
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1.16 * Agility
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1.17 Alignment
Organizations with production dependencies across department boundaries run the risk of falling out of
phase (or alignment). Alignment includes any actions or policies that exist so that a process or activity in
one section of the organization is congruent with the organization's or business unit's governing mission.
The lack of business/IT alignment is a chronic problem for many organizations and frequently the root
cause of systemic software delivery failure. Agile development practices are designed to address many
of the root causes of misalignment between IT and the business.
References: Wikipedia
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1.18 ALM
See: Application Lifecycle Management
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1.19 * Anchoring
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When Agile software development is introduced into an organization it generally requires substantial
changes in the organization's ALM tools and policies, which are typically designed to support alternative
methodologies such as Waterfall.
References: Wikipedia
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2B
2.1 Backlog
The generic term for a repository of requirements (stories / work items) that define a system and it’s
many parts. The outermost scope of work defined is the Product Backlog, which defines all
requirements/features/defects/stories for a given product. A Product Backlog is subdivided into one or
more Release Backlogs. During Sprint planning the delivery team estimates the top most Backlog Items in
the current Release Backlog and assigns them to their Sprint Backlog where they are tracked and
implemented for the current sprint.
See also: Product Backlog Item, Task, Iteration, Sprint, Sprint Backlog Product Owner, Planning Game
References: Wikipedia
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References: Wikipedia
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The process of adding new user stories to the backlog, re-prioritizing existing stories as needed, creating
estimates, and deconstructing larger stories into smaller stories or tasks.
A meeting or ceremony that occurs regularly within a team's iteration cycle. Scrum
Alliance founder Ken Schwaber recommends that teams allocate 5% of their time to revisiting and
tending to the backlog. Backlog grooming is the term favored by the Scrum Alliance, although Scrum co-
founder Jeff McKenna and Australian CST Kane Mar prefer to call this ceremony Story Time.
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system may never have been well defined. If it was, it may have eroded beyond recognition.
Programmers with a shred of architectural sensibility shun these quagmires. Only those who are
unconcerned about architecture, and, perhaps, are comfortable with the inertia of the day-to-day chore of
patching the holes in these failing dikes, are content to work on such systems.”
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References: XPProgramming.com
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2.7 * Blocked
See Also:
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2.8 Bottleneck
Any resource or process whose capacity is less than or equal to the demand placed on it, thus
constraining the flow of work or information through the process.
References: Wikipedia
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2.9 Branching
"The duplication of objects under revision control (such as a source code file, or a directory tree) in such a
way that the newly created objects initially have the same content as the original, but can evolve
independently of the original."
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References: Accurev.com
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The build is broken if the build process cannot successfully completed for any number of reasons
including (but not limited to) failure to compile, compiling with unacceptable warnings, or the failure of
any number of (usually) automated software tests. The more comprehensive the build process, the higher
the threshold for breaking the build.
If a code submission does result in breaking the build, the developer should immediately remove the
cause. If the build breaks but the immediate cause is not self-evident, a frequent practice of established
agile development teams is to take immediate action to fix the build.
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A publicly displayed chart that depicts the total task hours remaining per day. It shows where the team
stands regarding completing the tasks that comprise the backlog items that achieve the goals of the
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sprint. The X-axis represents days in the sprint, while the Y-axis is effort remaining (usually in ideal
engineering hours). To motivate the team, the sprint burn-down chart should be displayed prominently. It
also acts as an effective information radiator. A manual alternative to this is a physical task board.
Ideally, the chart burns down to zero by the end of the sprint. If the team members are reporting their
remaining task hours realistically, the line should bump up and down.
References: Wikipedia
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An informal term that includes all forms of value that determine the health and well-being of the firm in
the long run. It expands the concept of value of the firm beyond economic value to include other forms of
value such as employee value, customer value, supplier value, channel partner value, alliance partner
value, managerial value, and societal value. In the context of agile development, it is what management is
willing to pay for and a way to identify the value of "work" or a story.
References: Wikipedia
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3C
3.1 Capacity
Capacity is the Number of Teammates (Productive Hours x Sprint Days).
Example:
o Team size is 4,
o Productive hours per person per day are 5,
o Sprint length is 30 days.
o Capacity = 4(5x30) = 600 hours.
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* CANI
Constant And Never-ending Improvement
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3.2 * Card-Conversation-Confirmation
XP Practices for generating a well groomed backlog, elaborating story contents and validating completed
results.
“User stories have three critical aspects. We can call these Card, Conversation, and Confirmation.”
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References: Wikipedia
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3.4 Chicken
Scrum slang for someone who is interested in a project but has no responsibility for working on a task in
the active iteration. They may observe team meetings but cannot vote or talk.
Chickens are the people that are not committed to the project and are not accountable for deliverables.
References: Wikipedia
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Common code smells are often used to diagnose the quality of legacy code. Code smells generally indicate
that the code should be refactored or the overall design should be reexamined.
References: Wikipedia
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3.6 Colocation
Refers to development teams located and working in the same location. When possible colocation is
desirable since it facilitates face-to-face collaboration, an important features of Agile software
development. Contrast with distributed development team.
References: Wikipedia
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References: Wikipedia
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References: Wikipedia
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3.9 * Crystal
1990s
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3.10 Customer
The recipient of the output (product, service, information) of a process. Customers may be internal or
external to the organization. The customer may be one person, a department, or a large group. Internal
customers (outside of Information Technology) are sometimes called the "Business."
References: Wikipedia
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4D
4.1 Daily Scrum
See: Standup Meeting
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4.3 Defect
A defect is a failure or bug of the product to behave in the expected fashion. Defects are stored in a bug-
tracking system, which may or may not be physically the same system used to store the Product Backlog.
If not, then someone (usually the Product Owner) must enter each Defect into the Product Backlog, for
sequencing and scheduling.
See Also: Story, User Story, Technical Story, Spike, Tracer Bullet
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Done: Validated as being of deliverable quality with functional tests, reviews, etc.
However, the exact criteria for what constitutes "Done" varies to meet the specific needs of different
organizations and initiatives. An important agile principle is to deliver (potentially) releasable
software after every iteration. The definition of done is a key component of Agile project governance
used to help teams comply with this principle.
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The delivery team usually includes people skilled to understand customer requirements and conduct
software design, coding and testing. Additional skills (e.g. UI design, usability, etc.) may also be included,
especially when they are integral to the software release.
The delivery team is encouraged to be self-organizing and to take collective responsibility for all work
commitments and outcomes. Delivery teams respond to requirements (often presented as user stories) by
collectively defining their tasks, task assignments, and level of effort estimates.
The ideal size for a delivery team adheres to the magic number seven plus or minus two rule.
References: Wikipedia
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References: Wikipedia
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References: Wikipedia
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4.11 DSDM
See Dynamic Systems Development Method
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5 E
5.2 Emergence
Emergence is an attribute of complex systems. When applied to software development, it is the principle
that the best designs and the best ways of working come about over time through doing the work, rather
than being defined in advance as part of an over-arching specification or detailed project plan.
References: Wikipedia
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5.3 Empiricism
Empiricism is the principle that knowledge is acquired through our experience, which we obtain through
our senses. Empiricism is the cornerstone of all scientific inquiry and the approach used by Agile teams to
identify emergent requirements and incrementally develop software.
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References: Wikipedia
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5.4 Epic
A very large user story that is eventually broken down into smaller stories. Epics are often used as
placeholders for new ideas that have not been thought out fully or whose full elaboration has been
deferred until actually needed. Epic stories help agile development teams effectively manage
and groom their product backlog.
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5.5 EssUP
See Essential Unified Process
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5.7 Estimation
The process of agreeing on a size measurement for the stories or tasks in a product backlog. On agile
projects, estimation is done by the team responsible for delivering the work, usually using a planning
game.
References: Wikipedia
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A software development methodology adhering to a very iterative and incremental approach, Extreme
Programming is intended to improve software quality and responsiveness to changing customer
requirements. As a type of agile software development, it advocates frequent releases in short
development cycles (time-boxing), which is intended to improve productivity and introduce checkpoints
where new customer requirements can be adopted.
XP consists of a number of integrated practices for developers and management - the original twelve
practices of XP include:
1. Small Releases
2. On-site Customer
3. Sustainable Pace
4. Simple Design
5. Continuous Integration
6. Unit Testing
7. Coding Conventions
8. Refactoring Mercilessly
9. Test-Driven Development
10. System Metaphor
11. Collective Code Ownership
12. Pair Programming
Most successful Agile practitioners adopt some subset of XP practices, often in conjunction with Scrum.
References: Wikipedia
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6F
6.1 Fail-Fast
"A property of a system or module with respect to its response to failures. A fail-fast system is designed to
immediately report at its interface any failure or condition that is likely to lead to failure." (Wikipedia)
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6.2 Feature
A coherent business function or attribute of a software product or system. Features are large and chunky
and usually comprise many detailed (unit) requirements. A single feature typically is implemented
through many stories. Features may be functional or non-functional; they provide the basis for
organizing stories.
References: Wikipedia
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6.3 FDD
See Feature Driven Development
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6.6 Flow
Continuous delivery of value to customers (vs. big-batch, big-release, big-bang).
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References: Wikipedia
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Wikipedia
In Agile the fog of war refers to the increasing uncertainty of estimates.
As stories are scheduled farther away for implementation the level of confidence in those estimates
decreases significantly. For this reason it is not reasonable to depend on estimates for stories expected to
be implemented more than a month out. As those stories come into view on the near term schedule new
estimates can be made with greater confidence.
Generally the best estimates are given during sprint planning sessions where the story is expected to be
implemented that sprint.
References: Wikipedia
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7 G
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8H
8.1 * Ha
See Also: Shu-Ha-Ri, Shu, Ri
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9I
9.1 Impediment
In Scrum: Anything that prevents a team member from performing work as efficiently as possible is an
impediment. Each team member has an opportunity to announce impediments during the daily standup
meeting. The ScrumMaster is charged with ensuring impediments are removed. ScrumMasters often
arrange sidebar meetings, Parking Lot, when impediments cannot be resolved on the spot in the daily
Scrum meeting.
References: Wikipedia
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9.2 INVEST
Criteria for well written user stories. Every user story should satisfy the following INVEST principles:
a. Independent
b. Negotiable
c. Valuable
d. Estimable
e. Small
f. Testable.
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9.7 IT Alignment
See: Alignment
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9.8 Iteration
A period (from 1 week to 2 months in duration) during which the Agile development team produces an
increment of completed software. All system lifecycle phases (requirements, design, code, and test) must
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be completed during the iteration and then (empirically) demonstrated for the iteration to be accepted as
successfully completed. At the beginning of the iteration, the business or the product owner identifies the
next (highest priority) chunk of work for the team to complete. The development team then estimates the
level of effort and commits to completing a segment of work during the iteration. During the iteration, the
team is not expected to change objectives or respond to change requests. However, at the front end of the
next iteration the business or product owner is free to identify any new segment of work as the current
highest priority.
References: Wikipedia
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10 J
11 K
11.1 Kanban
Kanban is a tool derived from lean manufacturing and is associated with the branch of agile practices
loosely referred to as Lean software development. Like a task board, Kanban visually represents the state
of work in process. Unlike a task board, the Kanban constrains how much work in process is permitted to
occur at the same time. The purpose of limiting work in process is to reduce bottlenecks and increase
throughput by optimizing that segment of the value stream that is the subject of the Kanban. Task boards
simply illustrate work in process without necessarily deliberately how much of work in process may
occur at any given time, although the same effect may be achieved through the organic self-organization
of the team.
A principle difference between Kanban and Scrum is that Scrum limits work in process through time-
boxing (i.e. the sprint) and Kanban limits work in process by limiting how much work may occur at one
time (e.g. N tasks or N stories).
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References: Wikipedia
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11.2 * Kata
See Also:
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11.3 * Kaizen
See Also: CANI, Inspect & Adapt, Retrospective
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12 L
12.1 Lean Software Development
An adaption of Lean manufacturing principles and practices to the software development domain. Lean
software development (also known as Lean-Agile) is focused on reducing (lean) waste and optimizing the
software production value stream. In large part, the principles and practices of lean software
development are congruent with other well-known Agile practices such as Scrum and extreme
programming. However, in some cases they use different means to obtain the same end. For example,
Scrum and Kanban (a lean technique) both reduce work in process (a lean waste) but use different
techniques to accomplish this objective.
Authors Mary and Tom Poppendieck bring Lean Manufacturing Principles to Software Development.
References: Wikipedia
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* Levels of Planning, 5
In Scrum there are 5 levels of planning identified as :
1. Vision
2. Roadmap
3. Release
4. Sprint
5. Daily
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13 M
13.1 Minimum Marketable Features
The smallest set of functionality that must be realized in order for the customer to perceive value. A
"MMF" is characterized by the three attributes: minimum, marketable, and feature. A feature is
something that is perceived, of itself, as value by the user. "Marketable" means that it provides significant
value to the customer; value may include revenue generation, cost savings, competitive differentiation,
brand-name projection, or enhanced customer loyalty. A release is a collection of MMFs that can be
delivered together within the time frame.
References: Wikipedia
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14 N
15 O
15.1 OpenUP
See Open Unified Process
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16 P
16.1 Pair Programming
"An Agile software development technique in which two programmers work together at one
workstation. One types in code while the other reviews each line of code as it is typed in. The person
typing is called the driver. and the person reviewing the code is called the observer or navigator. The
two programmers switch roles frequently." (Wikipedia)
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16.5 Pattern
See: Design Pattern
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* Performance Test
See Also: Profiling, Acceptance Test, Functional Test, SystemTest, Integration Test, Unit Test, Stress Test,
Load Test
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16.6 Pig
Scrum slang. Someone who is responsible for doing a task on an active iteration. It comes from the joke, "A
chicken and a pig talk about breakfast. The chicken says, 'Let's have bacon and eggs.' The pig replies, 'That's
fine for you. You are just making a contribution, but I have to be fully committed.'" Pigs are actively
involved in the project.
References: Wikipedia
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16.7 Planning
5 Levels of Planning
See Also: Product Vision, Product Roadmap, Release Plan, Sprint Plan, Daily Standup
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In XP, the planning game includes iteration (or sprint) planning and release planning. In scrum, sprint and
release planning are two of the five levels of planning used in Agile projects.
References: Wikipedia
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Planning poker is a game used to apply estimates to stories. It uses a voting approach designed to avoid
influence bias (anchoring).
How it Works:
References: Wikipedia
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16.11 * Predictive
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16.12 * Prioritization
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16.14 Product
Broadly speaking, product refers to a collection of tangible and intangible features that are integrated
and packaged into software releases that offer value to a customer or to a market. The term "product" is
often used in Agile software development to denote the software that is the subject of
the iteration or release. As such, "product" is generally used interchangeably with other names for
software release including "software release", "system", or "business application."
References: Wikipedia
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During a Sprint planning meeting, backlog items are moved from the product backlog into a sprint, based
on the product owner's priorities.
See: Backlog
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The product owner is a role rather than a position. Consequently, several people likely participate in the
product owner role for larger projects.
References: Wikipedia
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A product vision is a brief statement of the desired future state that would be achieved through the
project initiative. The product vision may be expressed in any number of ways including financial
performance, customer satisfaction, market share, functional capability, etc. The product vision is
typically the responsibility of executive sponsorship and is articulated to the Agile development team by
the business and by the product owner, if the team is using Scrum.
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16.20 * Productivity
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16.21 * Profiling
See Also: Performance Test
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17 Q
18 R
18.1 * Reactive
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18.2 Refactoring
Changing existing software code in order to improve the overall design. Refactoring normally doesn't
change the observable behavior of the software; it improves its internal structure. For example, if a
programmer wants to add new functionality to a program, she may decide to refactor the program first
to simplify the addition of new functionality in order to reduce technical debt.
Refactoring is one of the original twelve extreme programming practices and is considered critical for
incrementally maintaining technical quality on Agile development projects.
See Also: Code Smell, Extreme Programming, Technical Debt, Design Pattern
References: Wikipedia
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It is desirable in Agile development to produce releasable software after every iteration (or sprint), even
if the code is not actually put into production for use by end-users.
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18.4.1.1.1 TBD
See Also:
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18.5.1.1.1 TBD
See Also:
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References: Wikipedia
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A release planning meeting that brings together all parties that have a stake in the outcome and have
some kind of delivery responsibility to achieve the release is often necessary to produce a viable release
plan. This is especially the case when several development and non-development production efforts are
running in parallel with possible dependencies.
References: Wikipedia
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18.8.1.1.1 TBD
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18.9 Resources
18.9.1.1.1 TBD
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18.10 Retrospective
A time-boxed meeting held at the end of an iteration, or at the end of a release, in which the team
examines its processes to determine what succeeded and what could be improved. The retrospective is
key to an Agile team's ability to "inspect and adapt" in the pursuit of "continuous improvement." The Agile
retrospective differs from other methodologies' "Lessons Learned" exercises, in that the goal is not to
generate a comprehensive list of what went wrong. A positive outcome for a retrospective is to identify
one or two high-priority action items the team wants to work on in the next iteration or release. The
emphasis is on actionable items, not comprehensive analysis. Retrospectives may take many forms, but
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there is usually a facilitator, who may or may not be a member of the team, and the process is typically
broken down into three phases: data gathering, data analysis, and action items.
See Also: Sprint, Release, Inspect & Adapt, Effective Retrospectives, CANI, Kaizen, Inspect & Adapt
References: Wikipedia
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18.11 * Ri
See Also: Shu-Ha-Ri, Shu, Ha
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18.12 * ROI
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19 S
19.1 * Schedule
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19.2 * Scope
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19.3 Scrum
A lightweight process framework originally developed in 1995 by Ken Schwaber and Jeff Sutherland.
Scrum is a framework for the iterative development of complex products, particularly software. Scrum
is the most widely recognized Agile framework, and is compatible with other Agile practices
like Extreme Programming. Scrum is comprised of a series of short iterations - called sprints - each of
which ends with the delivery of an increment of working software. The framework is comprised of:
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• Five Time-boxes:
1. Sprint
2. Sprint Planning Meeting
3. Daily Standup Meeting
4. Sprint Review
5. Retrospective
• Three artifacts:
1. Burn-down charts
2. Product backlog
3. Sprint backlog
Sometimes the term Scrum is used interchangeably with the term Agile, but this is incorrect. Agile is not
a framework, but a broader set of values and principles, while Scrum is a specific framework that fits
comfortably under the Agile umbrella.
See Also:
Return To Glossary
19.4 ScrumBut
ScrumButs are reasons why teams can’t take full advantage of Scrum to solve their problems and realize
the full benefits of product development using Scrum. Every Scrum role, rule, and timebox is designed to
provide the desired benefits and address predictable recurring problems. ScrumButs mean that Scrum
has exposed a dysfunction that is contributing to the problem, but is too hard to fix. A ScrumBut retains the
problem while modifying Scrum to make it invisible so that the dysfunction is no longer a thorn in the
side of the team.
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ScrumBut Examples:
"(We use Scrum, but) (having a Daily Scrum every day is too much overead,) (so we only have one per
week.)"
"(We use Scrum, but) (Retrospectives are a waste of time,) (so we don't do them.)"
"(We use Scrum, but) (we can't build a piece of functionality in a month,) (so our Sprints are 6 weeks long.)"
"(We use Scrum, but) (sometimes our managers give us special tasks,) (so we don't always have time to
meet our definition of done.)"
Sometimes organizations make short term changes to Scrum to give them time to correct deficiencies. For
example, "done" may not initially include regression and performance testing because it will take several
months to develop automated testing. For these months, transparency is compromised, but restored as
quickly as possible.
References:
Return To Glossary
19.5 ScrummerFall
Waterfall management style using iterations and scrum elements. Waterfall/SDLC have distinct stages
(Analysis, Design, Develop, Test, Deploy, Maintenance). Scrum combines all stages in a single sprint
(iteration).
ScrummerFall happens when a group attempts to bridge these two concepts: Design/Requirement docs
are generated in detail ahead of time. Development is completed each sprint then passed to another team
for testing outside of that sprint.
a.k.a: Mini-Waterfall
References:
Return To Glossary
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19.6 ScrumPlus
Enhancing the Scrum kernel with additional Agile practices that improve transparency, engineering
focus, quality management, release management...
References:
Return To Glossary
1. ScrumMaster
Maintains the processes (typically in lieu of a project manager)
2. Product Owner
Represents the stakeholders and the business
3. Delivery Team
A cross-functional group who do the actual analysis, design, implementation, testing, etc.
Return To Glossary
19.8 ScrumMaster
The ScrumMaster is responsible for maintaining the Scrum process and the overall health of the team.
The ScrumMaster assures that the team is fully functional and productive. The ScrumMaster performs
this role by administering the Scrum time-boxes, facilitating the organic self-organization of the team, and
removing any obstacles that may be impeding the team’s progress.
The ScrumMaster is not the task master, since the team is responsible for assigning its own tasks.
The ScrumMaster is not the supervisor of the team, since the supervisor/subordinate relationship may
impede the organic self-organization of the team.
A good ScrumMaster proactively anticipates problems, opportunities for improvement, and conducts pre-
planning so the team can focus on delivering its sprint commitments. The ScrumMaster also keeps the
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team honest regarding its commitments and helps the team identify opportunities to improve
collaboration.
In Scrum, when the Scrum roles are properly fulfilled there is no need for a traditional project manager
to supervise the team. Nevertheless, many organizations choose to retain project managers, after they
adopt Scrum, to perform functions that extend beyond the scope of the Scrum team functions.
References: Wikipedia
Return To Glossary
References: MountainGoatSoftware
Return To Glossary
19.10 Self-Organization
Self-organization is a property of complex adaptive systems, whereby the organization of the system
emerges over time as a response to its environment. In Agile development, particularly in Scrum, self-
organization is a property of the agile development team, which organizes itself over time, rather than
being ordered by an external force such as a project or development manager. Self-organization also
reflects the management philosophy whereby operational decisions are delegated as much as possible to
those who have the most detailed knowledge of the consequences and practicalities associated with those
decisions.
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Return To Glossary
19.11 * Shu
See Also: Shu-Ha-Ri, Ha, Ri
Return To Glossary
19.12 * Shu-Ha-Ri
See Also: Shu, Ha, Ri
Return To Glossary
19.13 * Sidebar
See Also: Parking Lot
Return To Glossary
Return To Glossary
Code Coverage
Line Coverage
Branch Coverage
Method Coverage
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Class Coverage
Package Coverage
Coding Standards
Style, Formatting
StyleCop
LCOM4
Complexity
CCN
NCSS
Coupling
Afferent Coupling
Efferent Coupling
Spider Graph
Duplication: CPD
Return To Glossary
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Return To Glossary
19.16 Spike
A story or task aimed at answering a question or gathering information, rather than implementing
product features, user stories, or requirements. Sometimes a user story is generated that cannot be
estimated until the development team does some actual work to resolve a technical question or a design
problem. The solution is to create a “spike,” which is a story whose purpose is to provide the answer or
solution. Like any other story or task, the spike is then given an estimate and included in the sprint
backlog.
Return To Glossary
19.17 Sprint
The Scrum term for an iteration. The sprint starts with a sprint planning meeting. At the end of the sprint
there is a sprint review meeting, followed by a sprint retrospective meeting.
References: Wikipedia
Return To Glossary
References: Wikipedia
Return To Glossary
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should last eight hours; for a two-week sprint, it lasts about four hours. As a general rule of thumb, the
number of weeks in a sprint multiplied by two hours equals the total length of the spring planning
meeting.
a. Part one of the sprint planning meeting is a review of the product backlog. This is when the product
owner describes what needs to be built for the next sprint. During this part of the meeting, it is not
uncommon for the team to discuss the sprint objectives with the product owner, and ask clarifying
questions and remove ambiguity.
b. During part two of the sprint planning meeting, the team decides how the work will be built. The team
will begin decomposing the product backlog items into work tasks and estimating these in hours. The
product owner must be available during this meeting but does not have to be in the room. The output of
the second planning meeting is the Sprint Backlog.
Return To Glossary
References: Wikipedia
Return To Glossary
19.22 Stakeholder
Anyone external to the team with a vested interest in the outcome of the team's work.
References: Wikipedia
Return To Glossary
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The ScrumMaster ensures that participants call sidebar meetings for any discussions that go too far
outside these constraints.
The Scrum literature recommends that this meeting take place first thing in the morning, as soon as all
team members arrive.
References: Wikipedia
Return To Glossary
19.24 Story
Scrum requirements written in short narrative form. There are 5 types of requirement stories:
1. User Story
2. Technical Story
3. Defect
4. Spike
5. Tracer Bullet
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Return To Glossary
Absolute units are directly related to time with 1 story point equal to 8 person hours of work. Because
absolute units are directly related to time they can be compared across teams.
Relative units are based on a known pivot story and are rated as either larger or smaller than the pivot
by some factor. The size of the pivot is specific to the team, therefore estimates of stories across teams are
not equal, nor are velocity measurements.
Return To Glossary
Return To Glossary
19.27 * Swarming
Return To Glossary
20 T
20.1 Task
Tasks are descriptions of the actual work that an individual or pair does in order to complete a story.
They are manageable, doable, and trackable units of work. Typically, there are several tasks per story.
Tasks have the following attributes, and all tasks must be verified complete - not just "done":
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References: Wikipedia
Return To Glossary
See Also: Sprint Backlog, Sprint Planning, Task, Kanban, Big Visible Charts
References: Wikipedia
Return To Glossary
20.4 Team
In Agile Software Development, the team refers to the cross-functional group of people that have made a
collective commitment to work together to produce the work product and improve their performance
over time. In addition to software development and test roles, the team may include any skill set
necessary to deliver the work product.
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Return To Glossary
References: Wikipedia
Return To Glossary
Return To Glossary
In agile development, test automation is frequently used to automate unit tests, integration tests, and
functional tests. Since the definition of done for most agile projects requires that code be thoroughly tested
by the end of the iteration, test automation is critical if not necessary to obtain acceptable velocity. In
addition, for most practical purposes, test automation is necessary to effectively apply continuous
integration and remain true to the commitment to not "break the build."
References: Wikipedia
Return To Glossary
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Ken Beck is credited for having invented TDD, one of the original 12 XP practices.
References: Wikipedia
Return To Glossary
20.9 Time-box
A time-box is a time period of fixed length allocated to achieve some objective. In agile development,
iterations and sprints are examples of time-boxes that limit work in process and stage incremental
progress. Time-boxes are often used to avoid over-investing in tasks such as estimating development
tasks.
References: Wikipedia
Return To Glossary
20.11 * Transparency
Return To Glossary
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Return To Glossary
21 U
21.1 Unit Testing
"A unit is the smallest testable part of a software system. In procedural programming, a unit may be an
individual function or procedure." (Wikipedia)
Comprehensive unit test coverage is an important part of software integrity and should be automated to
support the incremental delivery requirements of agile software development teams. In most cases, unit
testing is the responsibility of the developer.
References: Wikipedia
Return To Glossary
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communication, planning, and negotiation between the Scrum Team, Business Owners, and the Product
Owner. Stories consist of the following elements:
See Also: Story, Technical Story, Defect, Spike, Tracer Bullet, INVEST
References: Wikipedia
Return To Glossary
22 V
22.1 Velocity
Velocity measures how much work a team can complete in an iteration. Velocity is often measured
in stories or story points. Velocity may also measure tasks in hours or an equivalent unit. Velocity is used
to measure how long it will take a particular team to deliver future outcomes by extrapolating on the
basis of its prior performance. This works in Agile development, when work is comprehensively
completed after each iteration.
References: Wikipedia
Return To Glossary
22.3 Vision
See Product Vision
Return To Glossary
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References: Wikipedia
Return To Glossary
23 W
23.1 Wiki
An editable intranet site where details of stories and tracking information may be recorded during
development.
References: Wikipedia
Return To Glossary
23.2 * WIP
See Work inProgress.
Return To Glossary
References: Wikipedia
Return To Glossary
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24 X
24.1 XP
See: Extreme Programming
Return To Glossary
25 Y
25.1 * YAGNI
You Aint Gonna Need It (yet)
Return To Glossary
25.2 * YAGRI
You Aint Gonna Release It (yet)
Return To Glossary
26 Z
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Resources: Articles & White Papers
The following are links and abstracts relating to various articles and blogs found on the web. This
collection of articles were chosen for their value and importance to Agile Software Development.
Agile Architectures
Return To Glossary
As companies begin to embrace Agile methods, questions about architecture begin to emerge. In
this presentation, learn about the approaches two experts took to better align businesses with
architecture goals.
Distributed Scrum
Return To Glossary
Explore some common successful distributed team working patterns that have been used on
distributed Agile development projects in this white paper and related presentation.
This white paper details the challenges a team at WDSGlobal faced in a distributed development
environment, lessons learned, and how issues such as global continuous integration, cultural
differences, and conflicting priorities were resolved across regions.
Meta-Scrum
Return To Glossary
55
Resources: Articles & White Papers
Learn how a properly executed Meta-Scrum helps drive transparency vertically into the
organization in this Agile Journal article.
Agile Adoption
Return To Glossary
Do you know what a Scrum is? Wondering if you should try Scrum on your next project?
Scrum is a lightweight agile process framework used primarily for managing software
development.
Agile is being evangelized in executive boardrooms and introduced top-down with increasing
frequency. Learn about the appropriate role of senior leadership in an effective Agile
transformation in this Agile Journal article.
56
Resources: Articles & White Papers
This Agile Journal article describes some of the financial benefits of adopting Agile and how to
quantify the potential value of these innovative practices for your organization. Learn how Agile
methods can help financial professionals squeeze money out of work-in-process, drive risk out of
projects, and improve project and portfolio return.
26.1.12 Agile ROI Part II: The Business Case for Agility
by David Wylie @ SolutionsIQ
This presentation explores how to quantify the potential value of Agile practices for your
organization and how to demonstrate this value for key decision makers.
"Scrum in the Enterprise" is a white paper written by Kevin Thompson, one of cPrime's Agile
Implementation Specialists. The paper talks about the common issues that companies face while
making the transition to Agile Development, while explaining how to prepare for and overcome
them. Kevin writes about topics from how to use Scrum in a hybrid environment to how to
collaborate in Scrum teams. This white paper will interest and benefit anyone who is involved
with Agile projects or just interested in the methodology.
Why it exists, how it behaves, how it accumulates, how to reduce it, and how to cope with it.
Proponents of agile development processes, such as Scrum, frequently claim that agile projects
are more likely to be successful than traditional plan-driven projects. Unfortunately, attempts to
validate this claim based on statistical evidence are difficult. The difficulty arises partly because
the two approaches have different concepts of success, and partly because definitions of success
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Resources: Articles & White Papers
are not uniform even within each approach. This paper addresses the question by performing a
simple mathematical analysis of plan-driven and agile projects.
Advocates of agile development claim that agile software projects succeed more often than classic
plan-driven projects. Unfortunately, attempts to validate this claim statistically are problematic,
because "success" is not defined consistently across studies. This paper addresses the question
through a mathematical analysis of these projects. We model agile and plan-driven software
projects with identical requirements, and show how they are affected by the same set of
unanticipated problems. We find that that the agile project provides clear benefits for return-on-
investment and risk reduction, compared to the plan-driven project, when uncertainty is high.
When uncertainty is low, plan-driven projects are more cost-effective. Finally, we provide
criteria for choosing effective process types.
Use these tips to help integrate both methodologies into your development organization.
Provide background on each best practice, in the context of current RUP adoption.
A better understanding of Team Retrospectives with plenty of examples of different patterns for
facilitating.
Congratulations! You’ve finally convinced the team that relative story point estimation is a great
way to move forward and you’re now ready to jump into your first planning poker session. So
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Resources: Articles & White Papers
where do you start? What’s a 1-point story? What’s a 3-point story? What’s a 13-point story? Your
team is looking to you and this process is almost as new to you as it is to them.
Most of the issues with gathering requirements in agile software development and agile testing
derive from issues with User Stories. Somehow expressing requirements in such a simple form
causes a lot of trouble to agile teams. Of course art of writing good User Stories is the most difficult
for new teams starting with a new agile project or these, which freshly transformed
development methods to agile software development methodologies. Mistakes made at that point
lead to wrong Test Cases, wrong understanding of requirements, and the worst of all wrong
implementation which can be direct cause of rejecting the deliverables of the iteration. Lets take a
look at the five most common mistakes people make writing User Stories.
Most of the issues with gathering requirements in agile software development and agile testing
derive from issues with User Stories. Somehow expressing requirements in such a simple form
causes a lot of trouble to agile teams. Of course art of writing good User Stories is the most difficult
for new teams starting with a new agile project or these, which freshly transformed
development methods to agile software development methodologies. Mistakes made at that point
lead to wrong Test Cases, wrong understanding of requirements, and the worst of all wrong
implementation which can be direct cause of rejecting the deliverables of the iteration. Lets take a
look at the five most common mistakes people make writing User Stories.
“Scrum is all about delighting customers and delivering value to stakeholders.” I have read this
kind of statement since my first day working with Scrum in 2007. Even more, I’ve had the
privilege of taking part on Scrum teams th...
59
Resources: Articles & White Papers
26.1.27 Card-Conversation-Confirmation
by Ron Jeffries, 2001
XP Practices for generating a well groomed backlog, elaborating story contents and validating
completed results.
“User stories have three critical aspects. We can call these Card, Conversation, and Confirmation.”
Part 1
Part 2
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Resources: Articles & White Papers
26.1.31 How Should We Deal With the Mess That Scrum Exposes?
by Monica Yap @ SolutionsIQ, CSM, CSPO
Part 1 of 5) How Should We Deal With the Mess That Scrum Exposes?
The short short story: How long does it have to be? Scrum teams often use user stories for backlog
items. Unfortunately, one of the most important aspects of a story—its extremely short length—
has been subtly transformed over time, an...
61
Resources: Articles & White Papers
Most of the time, “selling” Agile is easy these days. Everyone agrees that iterative and
incremental development is a better alternative; more user interaction is better; so on and so
forth. At some point, I will talk about the import...
26.1.35 Agile User Interface Design and Information Architecture From the Trenches
by Robin Dymond @ ScrumAlliance; CSM, CSP, CST
I was a Technology Director in a large web design company 6 years ago, and they failed to adopt
Scrum. There were numerous management dysfunctions; however the Creative managers were
the most resistant. Primarily, it was a case of not wanting real...
The software industry has achieved great results by introducing agile methods like Scrum. Agile
methods create outcomes that benefit customers as well as management and employees of the
business. The results have been proven in the form of increas...
For me, one of the most intriguing, yet not explicitly stated, fundamentals of AgileDevelopment is
the practice of analyzing and designing just enough of what we are planning to build that we can
then move forward to build it. You can find specifi...
Specialization in Scrum has been a hot topic for many years and pops up at every Scrum course I
run. It is an important issue that’s particularly relevant for a new team in their first Sprint.
Scrum defines specialization as a cross-functio...
62
Resources: Articles & White Papers
"An empowered organization is one in which individuals have the knowledge, skill, desire, and
opportunity to personally succeed in a way that leads to collective organizational success." --
Stephen R. Covey, Principle-centered Leadership
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Bibliography
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