Agile Terms
Agile Terms
Agile Terms
ACP
Active Listening
Adaptive Leadership
A leadership style that helps teams to thrive and overcome challenges throughout a
project.
Affinity Estimation
Agile
Agile Adaption
Agile Coaching
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.
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.
The most efficient and effective way to communicate in order to receive direct
feedback and influence osmotic communication.
To help team members establish a healthy work-life balance, remain productive, and
respond to changes swiftly for progress during a project.
To enhance agility and time spent on work requirements in order to retain a well-
balanced work environment.
A team that knows how to complete tasks effectively, has dedication to the project
and is an expert on the process and project.
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
Agile Modeling
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
Agile Projects
A project that occurs based on the Agile Manifesto and Agile Principles.
Agile Smells
Agile Space
Agile Themes
Agile Tooling
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
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 an 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 Recognizability.
Ceremony
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
Coach
A team role that keeps the team focused on learning and the process.
Collaboration
Collocation
Common Cause
Communication
Compliance
Cone of Silence
An environment for the team that is free of distractions and interruptions.
Conflict
Conflict Resolution
Continuous Improvement
Continuous Integration
To consistently examine a team member’s work. To build, and test the entire system.
Coordination
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 multi-task well and complete various
functions to achieve a common goal.
Crystal Family
Customer
To deliver the maximum customer value early in order to win customer loyalty and
support.
Cycle Time
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.
To postpone decisions to determine possibilities and make the decision when the
most amount of knowledge is available.
DEEP
Deliverables
Disaggregation
Dissatisfaction
The lack of satisfaction among workers such as work conditions, salary, and
management-employee relationships. Factors are 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.
Emergent
Stories that grow and change over time as other stories reach completion in the
backlog.
Emotional Intelligence
Epic Story
A large story that spans iterations then disaggregated into smaller stories.
Escaped Defects
Expectancy Theory
Exploratory Testing
To inquire how the software works with the use of test subjects using the software
and asking questions about the software.
Extreme Persona
A comprehensive model and list of features included in the system before the design
work begins.
Feature
Feedback
Fibonacci Sequence
The traditional Fibonacci sequence is 1, 2, 3, 5, 8, 13, 21, 34, and so on. In Agile
projects, this sequence is modified. The modified Fibonacci sequence is 0, 1, 2, 3, 5, 8,
13, 20, 40, 100 - it is used to estimate the relative size of User Stories in terms of
Story Points.
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
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
Focus
Functionality
An action the customer must see and experience from a system, which will add value
to the customer.
Grooming
Ground Rules
A theory that states factors in the workplace create satisfaction and dissatisfaction in
relation to the job.
High-Bandwidth Communication
This team reaches maximum performance by creating of clear, detailed goals, open
communication, accountability, empowerment, use of the participatory decision
model, and the team consists of twelve dedicated members or fewer.
Ideal Time
To build upon the prior release of a goal, outcome, or product, not all requirements
are met, but after all releases, the requirements will be met.
Information Radiator
Artifacts used to help maintain transparency of project status to team members and
stakeholders.
Information Refrigerator
Innovation Games
Integrative Negotiation
To reach an agreement collaboratively that creates more value for both parties by a
win-win solution. 0
Interaction
Face-to-Face communication
IRR
Internal Rate of Return- a discount rate that makes the net present value of all cash
flows from a project equal to zero. Used to determine the potential profitability of
project or investment.
Intraspectives
To inspect within, during a meeting with the Agile team to review practices, usually
when a problem or issue occurs.
The benefits of good user stories, which include: Independent, Negotiable, Valuable,
Estimate-able, Small, and Testable.
Iteration
Iteration Backlog
Iteration H
Iteration 0
Iteration to complete tasks before the development work occurs, for technical and
architectural spikes, and to gather requirements into the backlog.
Iteration Retrospective
A meeting used in Scrum, the team discusses ways to improve after work is
completed.
Just-In-Time
Used to minimize inventory cost by materials delivered before they are required.
Kaizen
Kanban
Kanban Board
Kano Analysis
An analysis of product development and customer satisfaction based on needs
fulfilled/not fulfilled vs. satisfaction/dissatisfaction.
Lean Methodology
Little’s Law
This team has a lack of trust, no accountability, fear of conflict, less commitment, and
less attention to details and results.
This methodology focuses on the “Value Stream” to deliver value to customers. The
goal is to eliminate waste by focusing on valuable features of a system and to deliver
value in small batches. Principles of Lean include: elimination of waste, amplify
learning, to decide late as possible, deliver as fast as possible, empowerment the
team, building integrity, and seeing the whole.
This theory suggests the interdependent needs (motivators) of people based on five
levels in this order: Physiological, Safety & Security, Social, Esteem, and Self-
Actualization.
Metaphor
A product with only the essential features delivered to early adopters to receive
feedback.
Minimal Marketing Feature (MMF)
Monopoly Money
To give fake money to business features in order to compare the relative priority of
those features.
MoSCoW Analysis
Negotiation
Negotiable
NPV
Net Present Value- A value that compares the amount invested today to the present
value of future cash receipts from the investment.
Osmotic Communication
Pair Programming
Pareto Principle
Known as the 80/20 rule. For Agile projects, it means that 80% of all development
should be spent on the top 20% of the features the customers need.
Parking Lot
A storage place for ideas that distract from the main goal during a meeting.
Persona
A depiction of the customer of the system with applicable details about usage.
Personnel Loss
When an employer faces the loss of a human resource through death, injury, or
disability of an employee.
Pig
Plan-Do-Check-Act
Planning Game
To prioritize work and estimate effort required by the creation of a release plan in XP.
Planning Poker
PMBOK Guide
PMI
Positive Value
Pre-Mortem
Team members asked to define reasons for a project’s failure and to identify causes
of failure missed in previous analyses.
Present Value
Process Tailoring
Productivity
The effectiveness of production, usually measured with output per unit of input.
Productivity Variation
Product Backlog
Product Vision
A document that describes what the product is, who will use the product, why the
product will be used, and how the product supports the strategy of a company.
Programmer
The role of a team member that writes the code, a role used in XP.
Progressive Elaboration
An approach for planning that occurs in cycles instead of upfront, which happens
frequently.
Project
Prototyping
Qualitative
Quality
Quantitative
Refactoring
Relative Prioritization
A list of all user stories and features ordered by highest priority to the lowest priority.
Relative Sizing
Release
Release Plan
Requirements are in the form of user stories and collected at a high level to estimate
a budget.
Requirements Prioritization Model
A model to rate each feature with the calculation of the weighted formula defined by
the team.
Requirements Review
To review the requirements so they fulfill the needs and priorities of stakeholders.
ROI
Risk
Risk-Adjusted Backlog
A product backlog adjusted to help balance the risk and value factors of the product.
Risk-Based Spike
This spike helps the team remove major risks, and if the spike fails every approach
possible, the project is defined as “fast failure”.
A chart that displays risk and success with feature vs. time.
Risk Impact
To analyze the consequences of the risk if they occur based on their probability.
Risk Probability
Risk Severity
How much the risk’s consequences will influence the success or failure of a project.
Risk Probability (%) x Risk Impact ($) = Risk Severity
Role
A person’s description includes their function in an Agile project.
To investigate beyond the symptoms of the problem and to understand the root
cause of the problem.
Satisfaction
The feeling of workers when their needs are fulfilled. Known as motivators.
Scope Creep
Scrum
Scrum of Scrums
Meetings used to organize large projects with scrum masters from different teams.
Scum Master
Self-Directing Team
This team has the capability to make their own decisions, empowerment, mutual
accountability, and collective ownership of a project, which leads them to be more
productive and efficient.
Self-Organizing Team
Servant Leadership
Leaders collaborate with the team and do anything the team does when needed.
Shu-Ha-Ri Model
Originated in Japan as a way to understand learning and mastery, Shu – obeying the
rules, Ha - consciously moving away from the rules, and Ri – consciously finding an
individual path.
Silo
Special Cause
Specification Breakdown
This occurs when requirements for the specification are incomplete or conflicting.
Spike
An experiment that helps a team answer, a particular question and determines future
actions.
Sprint
A consistent iteration that lasts from one week to one month in order to measure
velocity in Scrum.
Sprint Plan
A document that explains sprint goals, tasks, and requirements and how the tasks
will reach completion.
Sprint Retrospective
A team-member meeting occurs after each sprint to evaluate the product and
process to improve efficiency and effectiveness.
Sprint Review
A meeting that occurs after each sprint to show the product or process to
stakeholders for approval and to receive feedback.
Stakeholder
Stakeholder Management
To ensure stakeholders remain informed and that the achievement of their needs is
met.
Standardized Test
A curved test used to measure knowledge and understanding, but constructed so the
same test-taker will perform similarly each time.
Story Card
Story Map
A prioritization tool that backlogged stories made smaller and organized by user
functionality.
Story Point
Sustainability
Swarming
When the team collaborates to focus on a single user story.
Tabaka’s Model
A model originated in Japan to describe a team with values that include self-
organization, empowered to make decisions, belief in vision and success, a
committed team, trust, participatory decision making, consensus-driven, and
construction disagreement.
Tasks
The smaller jobs to fulfill a user story, usually divided among team members.
Team
Teamwork
Team members function in a way that is collaborative to complete tasks and reach a
common goal, mostly achieved with strong communication.
Team Empowerment
Team Formation
Formation happens when a team creates ground rules and processes to build bonds
and shared goals.
Team Participation
When the team discusses the requirements that will fulfill the customer’s needs.
Team Space
An area for team members to collocate, usually a physical location, in some cases a
virtual location is created.
Team Velocity
The number of story points completed during iteration and used to determine the
planned capacity.
Technical Debt
A written acceptance test for a module with the code built to pass the tests in order
to ensure correct performance.
Tester
Explains acceptance test to the customers then consistently measures the product
against the test and records results for the team. (XP Role)
Theme
A group of stories, iteration, or releases idea determined by the customer, and the
team agrees with the idea.
Time-boxing
Tracker
Traditional Management
A top-down approach that consists of long cycles, heavy planning, and minimal
customer involvement.
Transparency
Trend Analysis
This analysis provides trends that will occur in the future to help control and
implement continuous improvement.
Two-Way Communication
To allow communication between parties so their concerns and perspectives are
given for effective feedback.
Unit Testing
These tests are used for continuous feedback to achieve quality improvement and
assurance.
Usability Testing
An exploratory test uses a test subject to understand the usability of the software.
Users Involvement
User Story
At least one business requirement increases the value for the user.
Validation
The way to make sure that the product is acceptable to the customer.
Value
Value-Based Prioritization
Value-Driven Delivery
A tool used to analyze a chain of processes with the desired outcome of eliminating
waste.
Variance
Verification
Virtual Team
Visibility
War Room
Waterfall
An estimation technique for user stories. The PO presents user stories & discusses
challenges. Each story’s estimates plotted, and then the team comes to an agreement
on the range of points.
WIP Limits
Wireframe
A lightweight non-functional UI design that shows the customer the vital elements
and how they will interact before coding.
WIP
A series of phases or stages the team has agreed to execute for a project.
100-Point Method
A method that allows customers to score (total 100 points) different features of a
product.