M3 | Scrum and Prototyping

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114 Terms

1
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A family of software development methodologies that produce software in short iterations and allow for greater changes in design

Agile Model

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In software engineering, not all characteristics of this process are new and revolutionary; many come from years of experience

Agile Model

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This process shares similarities with the iterative and incremental process model

Agile Model

4
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The Agile Manifesto:

Individuals and interactions over processes and tools, Working software over comprehensive documentation, Customer collaboration over contract negotiation, Responding to change over following a plan

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This development methods help guarantee that there is a finished product at all times, demanding only normal effort from developers

Agile Development

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Using this approach, requirements do not need to be completely specified from the beginning

Agile Development

7
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Many parts of these methodologies and processes hold high potential for both large and small projects

Agile Development

8
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True or False:

Defined process are:

  • inspect and adapt

  • Not entirely planned

False

9
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True or False:

Empirical process are:

  • Planned

  • Follow strict rules

  • Avoids deviations

False

10
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A lightweight framework that helps people, teams, and organizations generate value through adaptive solutions for complex problems

Scrum

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An Agile development methodology that employs an iterative, incremental approach to optimize predictability and control risk

Scrum

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This methodology engages groups of people who collectively have all the skills and expertise to do the work and share as needed

Scrum

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This Agile methodology is actually inspired by a rugby formation, where a team comes together to move the ball forward

Scrum

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People often ask if this Agile framework is an acronym, but the answer is no

Scrum

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In this Agile framework, the name represents the team coming together to move the product forward, similar to a rugby team moving the ball forward

Scrum

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In Scrum, this role fosters an environment where work is organized, progress is tracked, and the team can perform effectively

Scrum Master

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In Scrum, this role orders the work for a complex problem into a product backlog

Product Owner

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In Scrum, this group turns a selection of the work into an increment of value during a Sprint

Scrum Team

19
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In Scrum, this process involves the team and stakeholders inspecting the results, adjusting for the next Sprint, and repeating

Sprint Review / Iteration

20
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<p>Fill in the blanks:</p>

Fill in the blanks:

  1. Product Backlog

  2. Sprint Backlog

  3. Daily Scrum Meeting

  4. Potentially Shippable Product Increment

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Scrum combines four formal events for inspection and adaptation within a containing event called the Sprint

Sprint

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These events work because they implement the empirical Scrum pillars of transparency, inspection, and adaptation

Scrum Events

23
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One critical Scrum Team characteristic that binds all elements together is trust

Trust

24
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In Scrum, this pillar ensures that process and work are visible to both those performing the work and those receiving it

Transparency

25
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In Scrum, this pillar ensures that progress is inspected frequently and diligently to detect undesirable variances or problems

Inspection

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In Scrum, this pillar ensures that if any aspects of a process deviate outside acceptable limits or the product is unacceptable, the process or materials are adjusted, and the team adapts immediately upon learning new information through inspection

Adaptation

27
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A Scrum Value where team members have the courage to do the right thing and work on tough problems, guiding how the team works and driving trust

Courage

28
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A Scrum Value where everyone focuses on the work of the Sprint and the goals of the Scrum team

Focus

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A Scrum Value where people personally commit to achieving the goals of the Scrum team

Commitment

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A Scrum Value where team members respect each other as capable and independent

Respect

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A Scrum Value where team members agree to be open about the work and all issues

Openness

32
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In Scrum, this group is accountable for creating a plan for the Sprint, called the Sprint backlog

Development Team

33
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In Scrum, this group is responsible for instilling quality by adhering to a definition of done

Development Team

34
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In Scrum, this group adapts their plan each day toward the Sprint goal

Development Team

35
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In Scrum, this group holds each other accountable for completing work and achieving the Sprint goal

Development Team

36
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In Scrum, this role is responsible for developing and explicitly communicating product goals with the Scrum Team

Product Owner

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In Scrum, this role is responsible for creating and clearly communicating the product backlog to the team

Product Owner

38
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In Scrum, this role is responsible for ordering product backlog items

Product Owner

39
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In Scrum, this role ensures that the product backlog is transparent, visible, and understood by the team

Product Owner

40
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In Scrum, this role coaches the team in self-management

Scrum Master

41
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In Scrum, this role helps the team focus on creating high-value increments that meet the definition of done

Scrum Master

42
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In Scrum, this role causes the removal of impediments to progress

Scrum Master

43
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In Scrum, this role ensures that all Scrum events take place, are positive, productive, and kept within the time box

Scrum Master

44
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In Scrum, these are considered the heartbeat of the framework, where ideas are turned into value

Sprints

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In Scrum, these are fixed-length events of one month or less to create consistency

Sprint

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In Scrum, a new one starts immediately after the conclusion of the previous, and all necessary work happens within it

Sprint

47
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<p>What Diagram is this?</p>

What Diagram is this?

Scrum Sprint

48
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True or False:

During the sprint,
no changes are made that would endanger the Sprint goal

True

49
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True or False:

During the sprint, quality may increase

False

50
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True or False:

During the sprint, the product backlog should stay the same and not be refined.

False

51
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True or False:

During the sprint, the scope may be clarified and renegotiated with the Product Owner as more is learned

True

52
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A meeting held at the start of the project to create and prioritize the product backlog

Project Kickoff Meeting

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A meeting held at the start of each Sprint to create the Sprint backlog

Sprint Planning Meeting

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A 15-minute stand-up meeting held daily to share status, impediments, and promises

Daily Scrum

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A meeting to demonstrate realized backlog items to the Product Owner

Sprint Review

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A meeting to inspect the last Sprint and find improvements for the next Sprint

Sprint Retrospective

57
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<p>What Diagram is this?</p>

What Diagram is this?

Scrum Meetings

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In Scrum, these represent work or value, and each contains a commitment that enhances transparency and focus against which progress can be measured

Scrum Artifacts

59
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The Scrum artifact where the commitment is the Product Goal

Product Backlog

60
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The Scrum artifact where the commitment is the Sprint Goal

Sprint Backlog

61
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The Scrum artifact where the commitment is the Definition of Done

Increment

62
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An activity in software development where incomplete versions of the product or program are created, not expected to be shipped as the final output

Prototyping

63
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In software engineering, this typically simulates only a few aspects of the final product and may be completely different from it

Prototyping

64
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<p>What model is this?</p>

What model is this?

Prototyping

65
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Advantages of Low Fidelity:

  1. Easy to produce

  2. More feedback

  3. No design decisions

66
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DIsadvantages of Low Fidelity:

  1. Mostly not reused

  2. Important details are ignored

67
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Advantages of High Fidelity:

  1. More realistic

  2. More detailed problems can be identified

  3. More impressive

68
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Disadvantages of High Fidelity:

  1. May cause much effort

  2. Less feedback

  3. High expectations (especially with interactive prototypes)

69
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One reason for using this software development approach is that complex systems and user interfaces are hard to design and develop

Prototyping

70
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This software development approach is valuable because communication between developers and users is necessary

Prototyping

71
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This approach allows several iterations so the software can better meet user expectations

Prototyping

72
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This approach provides value because the development team can get feedback from users early in the project

Prototyping

73
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A type of prototype that models many features but with little detail, showing a wide but shallow range of requirements

Horizontal Prototyping

74
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A type of prototyping often used in traditional, linear processes, with no full implementation of requirements until the end

Horizontal Prototyping

75
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A prototype that models few features but with much detail, showing only a small range of requirements

Vertical Prototyping

76
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A type of prototyping where there is full implementation of the requirements, commonly used in Agile processes

Vertical Prototyping

77
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Prototyping that involves building initial ideas for interfaces, but the creation is eventually discarded and does not become part of the final software

Throwaway / Rapid Prototyping

78
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A fast prototyping method that can include storyboards, drawings, or mockups, usually created quickly to test concepts

Throwaway / Rapid Prototyping

79
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A prototyping method also known as breadboard prototyping, where a robust prototype is built and incrementally refined based on customer feedback until accepted

Evolutionary Prototyping

80
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In this prototyping type, the initial prototype evolves into the final system through constant refinement, unlike rapid prototypes that are discarded

Evolutionary Prototyping

81
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A prototyping method where the final product is built as separate prototypes, developed individually, and then merged into the overall design

Incremental Prototyping

82
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In this prototyping type, functional small prototypes are created to reduce the time gap between user and software, then combined into the full product

Incremental Prototyping

83
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A prototyping type used especially for developing web apps, where the first phase is a static prototype of HTML pages

Extreme Prototyping

84
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In this type of prototyping, development goes through three phases: static HTML pages, functional screens with simulated back-end, and final implementation of services

Extreme Prototyping

85
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Is an example of scrum tool

Figma

86
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Is an example of prototyping tool

Miro

87
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In this methodology, design is informal and iterative.

Agile

88
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In this methodology, design is formal and done up front, after all requirements are known.

Traditional/Heavy

89
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In this methodology, user involvement is crucial, frequent, and continues throughout the whole process.

Agile

90
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In this methodology, user involvement happens only at the beginning and at the end.

Traditional/Heavy

91
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In this methodology, documentation is minimal, only what is necessary, with source code serving as the ultimate documentation.

Agile

92
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In this methodology, heavy, formal documentation is required for every phase of the project.

Traditional/Heavy

93
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In this methodology, requirements are assumed to change, collected informally, and refined at each iteration through constant user interaction.

Agile

94
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In this methodology, requirements are assumed to remain fixed, fully documented in detail, and costly to change once design or implementation has begun.

Traditional/Heavy

95
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In this methodology, planning is minimal up front and done in small increments throughout development.

Agile

96
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In this methodology, most activities are planned up front.

Traditional/Heavy

97
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In this methodology, only the next few activities are scheduled, and schedules may change if scope is adjusted.

Agile

98
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In this methodology, schedules are relatively inflexible and must be adhered to.

Traditional/Heavy

99
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In this methodology, communication is informal and continuous throughout the project.

Agile

100
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In this methodology, communication relies mainly on documents, memos, and formal meetings.

Traditional/Heavy

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