IREB RE@Agile Primer
Lernziele gemäss Lehrplan und Studienleitfaden
Lernziele gemäss Lehrplan und Studienleitfaden
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Flashcards
LZ 4.4.5 Wissen, wie man den richtigen Zeitplan für den Entwicklungszyklus findet
EU 4.4.5 Zeitplan für den Entwicklungszyklus
Kürzere Iterationszeiten steigern das Arbeitspensum für die Stakeholder:
1. Stakeholder müssen während der gesamten Iteration verfügbar sein, um am Backlog mitzuarbeiten und Informationen für die nächste Iteration zu liefern.
2. Stakeholder müssen die vom Team erarbeiteten Ergebnisse durchsehen und Feedback abgeben.
3. Stakeholder müssen immer wieder den Arbeitskontext wechseln (Tagesgeschäft vs.Projektarbeit).
Längere Iterationszeiten verringern den Druck, reduzieren aber auch die Möglichkeiten für die Produktentwicklung, das Backlog zu beeinflussen.
Die Iterationsdauer muss unter Berücksichtigung der Verfügbarkeit der Stakeholder festgelegt werden. Stakeholder sind in der Regel nicht zu 100 % für Entwicklungsaktivitäten verfügbar, da sie noch andere Verpflichtungen haben.
Faustregel: Eine kürzere Iterationsdauer ermöglicht häufiges Feedback und mehr Möglichkeiten, Fehler frühzeitig zu erkennen; daher beschleunigen kürzere Iterationszeiten die Entwicklungsaktivitäten tendenziell. Wenn eine kurze Zykluszeit ein inakzeptables Pensum für die Stakeholder darstellt, sollte für die Iterationsdauer ein Kompromiss gefunden werden.
Ein weiterer Faktor ist der durchschnittliche Umfang und die Komplexität von Backlog Items. Grössere oder komplexere Backlog Items erfordern mehr Zeit zum Verständnis und für die Analyse. Daher kann die Zykluszeit verlängert werden, um diese Backlog Items innerhalb einer einzigen Iteration abzuwickeln.
Die Entscheidung für längere oder kürzere Zykluszeiten muss gemeinsam im Team getroffen werden, unter Abwägung der Zeit, die für die Analyse benötigt wird, mit dem Ziel, frühzeitig Feedback zu erhalten. Veränderte Zykluszeiten beruhen immer auf dem Prinzip „Inspect and Adapt" (wobei bisherige Erfahrungen nicht immer eine Zukunftsgarantie sind). Die Änderung der Zykluszeit sollte vor, aber niemals während eines Sprints stattfinden.
Glossar: Acceptance Criteria
A set of conditions (typically associated with a ➔user story) that must be fulfilled by any implementation. Such conditions may be, for example, expected outcomes for sample input data or expected speed or volume to be achieved.
Glossar: Agile
1. (General) Able to move quickly and easily.
2. (General) Quick, smart, and clever.
3. (In software development) A (software) ➔product development approach which builds a product ➔incrementally by dividing work into ➔iterations of fixed duration (➔timeboxes). Agile development is characterized by focusing on delivering a working product in each iteration, collaboration with stakeholders with frequent feedback and adaptation of plans after each iteration based on feedback and changed requirements.
Glossar: Burndown chart
A diagram plotting the units of work that remain to accomplish on a time scale.
Glossar: Cross-functional team
A team of people whose members have expertise in various functions of a task (for example, architecting, coding, testing, designing databases and user interfaces, etc.)
Glossar: Daily Scrum
A daily ceremony to discuss the current state of work within a ➔sprint. The Daily Scrum is an element of ➔Scrum.
Glossar: Definition of Done
A list of criteria which must be met before a product ➔increment is considered to be completed. Typically, the Definition of Done is created by the ➔development team and displayed prominently in the team room.
Glossar: Definition of Ready
Criteria that a Product Backlog item must meet prior to being accepted into an upcoming ➔iteration
Glossar: Design
1. A plan or drawing produced to show how something will look, function or be structured before it is made.
2. A decorative pattern [This meaning does not apply in the software engineering domain].
3. The activity of creating a design.
In software product development, we distinguish between creative design which determines the functions as well as the look and feel of the product, and technical design (also called software design) which determines the inner structure of the product, in particular the software architecture.
Glossar: Development team
A group of professionals who develop a (software) ➔product. ➔Agile development aims at working with ➔cross-functional teams.
Glossar: Epic
1. (General) A long book that tells a story about a hero’s adventures or other exciting events.
2. (In Agile) A high-level, abstract description of a stakeholder need which has to be addressed in the ➔product being developed. Epics are typically larger than what can be implemented in a single ➔iteration.
Glossar: Implementation
The activity of coding and testing a piece of software.
Glossar: Increment (in software development)
An addition to a system under development that extends, enhances or refactors (➔Refactoring) the existing parts of the system. In ➔Agile development, every ➔iteration produces an increment.
Glossar: Inspect & adapt
A basic principle of ➔Scrum: After each ➔sprint, both the developed results and the development practices are inspected. Then, the product goals and development practices are adapted accordingly.
Glossar: Iteration
1. (General) The repetition of something, for example, a procedure, a process or a piece of program code.
2. (In Agile) A ➔timeboxed unit of work in which a ➔development team implements an ➔increment to the ➔product under development. In ➔ Scrum, the requirements to be implemented are given in the ➔Sprint Backlog.
Glossar: Method
The systematic application of one or more coherent ➔techniques to achieve a certain objective and/or to create an artifact.
Glossar: Methodology
1. The systematic study of ➔methods in a particular field, in particular, how to select, apply or evaluate methods systematically in a given situation.
2. A set of methods being applied in some combination.
Glossar: Minimal Marketable Product
A product with the smallest possible feature set that has a market value and can be shipped to customers / end users.
Glossar: Minimal Viable product
A minimal version of a new ➔product that allows the ➔development team to learn about customer acceptance of the product.
A MVP tries to maximize the return on investment in terms of customer feedback while minimizing the risk (in terms of development cost).
Glossar: Persona
In user-centered design and marketing, personas are fictional characters created to represent the different user types that might use a site, brand, or product in a similar way.
Glossar: Planning Poker
An agile estimation technique
Glossar: Potentially releasable product increment
An ➔ increment that has sufficient maturity to be released to the customer
Glossar: Product (in the context of software)
A software-based system or service which is developed and marketed by a supplier and used by customers.
Glossar: Product Backlog
An ordered, typically prioritized collection of work items that a ➔development team has to work on when developing or evolving a ➔product. Items include requirements, bugs to be fixed, or ➔refactorings to be done.
Glossar: Product Owner
A person responsible for a ➔product in terms of functionality, value and risk. The product owner maintains and prioritizes the ➔Product Backlog, makes sure that the stakeholders’ requirements as well as market needs are elicited and adequately documented in the Product Backlog and represents the stakeholders when communicating with the ➔development team.
Glossar: Refactoring
The improvement of the internal quality of source code, particularly the structure of the code, without changing its observable behavior.
Glossar: Reference story
A (well understood) ➔user story used as a reference for relative sizing of other ➔backlog items
Glossar: Refinement
Breaking an item down into finer grained parts.
Glossar: Roadmap (in agile)
A high-level plan that describes how the product is likely to grow.
Glossar: Scrum
A popular framework for ➔Agile development of a ➔product. Scrum introduces the roles of ➔Product Owner, ➔Scrum Master and ➔development team. The product is developed in ➔time-boxed ➔sprints.
Glossar: Scrum Master
The coach of the ➔development team and the ➔Product Owner when using ➔Scrum, guiding them to apply Scrum properly.
Glossar: Spike
A task aimed at answering a question or gathering information, rather than at producing a product increment.
Glossar: Sprint
An ➔iteration in ➔Agile development, particularly when using ➔Scrum.
Glossar: Sprint Backlog
A set of ➔Product Backlog items that is selected to be implemented in the current ➔sprint.
Glossar: Story
➔ User story
Glossar: Story map
A two-dimensional arrangement of ➔user stories. Helps to understand the functionality of the ➔product, identify gaps and plan ➔releases.
Glossar: T-approach
An analysis approach to prioritize work. It refers to the picture of the letter T: The horizontal line suggests to analyze a topic in full breath first, while the vertical line suggests to dig deeper into selected parts.
Glossar: T-Shirt Sizing
An agile technique for relative estimation of backlog items
Glossar: Technique
A coherent set of actions or procedures for accomplishing a task or achieving an objective.
Glossar: Theme (in Agile development)
A collection of related ➔user stories