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Agile Methodology Terms

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Scrum

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A framework within which people can address complex adaptive problems, while productively and creatively delivering products of the highest possible value.

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Sprint

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A time-boxed period during which a specific work has to be completed and made ready for review.

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Product Backlog

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A prioritized list of features, enhancements, and bug fixes required to bring a product to life, often subject to continuous revision.

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User Story

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A tool used in Agile software development to capture a description of a software feature from an end-user perspective.

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Daily Stand-Up

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A daily short meeting for the development team to sync up, usually held standing up to keep it short and to the point.

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Kanban

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A visual system for managing work as it moves through a process, visualizing the flow of work, often used to promote continuous improvement.

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Burndown Chart

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A graphical representation of work left to do versus time.

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Velocity

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A measure of the amount of work a team can tackle during a single sprint and is the key metric in Scrum.

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Epic

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A large body of work that can be broken down into a number of smaller tasks (user stories).

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Agile Manifesto

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A formal proclamation of four fundamental values and 12 principles to guide an iterative and people-centric approach to software development.

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Iteration

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A time-boxed period of development where work is performed on a set of backlog items that the team commits to completing.

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Definition of Done (DoD)

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A clear and concise list of criteria that must be met before a product increment is considered complete.

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Backlog Grooming

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The process of adding new user stories to the backlog, re-prioritizing existing stories as needed, and fixing errors or inconsistencies.

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Scrum Master

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A facilitator for an Agile development team, responsible for managing the process for how information is exchanged.

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Product Owner

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A role in Scrum responsible for defining features of the product and deciding on release dates and content.

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Lean Agile

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An approach that emphasizes optimizing efficiency and minimizing waste in the development of a product.

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Agile Coach

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An individual who is experienced in implementing Agile projects and can share that experience with a project team.

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Timeboxing

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Allocating a fixed, maximum unit of time for an activity, and then completing the activity within that time frame.

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WIP Limits

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Constraints set to limit the amount of work that can be in progress at one time, thereby encouraging focus and reducing work-in-progress inventory.

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Iteration Planning

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A meeting where the development team selects what work items to develop during the upcoming iteration.

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Retrospective

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A meeting at the end of the project phase to discuss what was successful during the project phase, what could be improved, and how to incorporate the learnings for future project phases.

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Continuous Integration

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A software development practice where developers regularly merge their code changes into a central repository, after which automated builds and tests are run.

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Agile Chartering

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The process of creating a document that formally authorizes a project or a project phase.

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Cross-Functional Team

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A group of people with different functional expertise working toward a common goal; typically includes people from different departments.

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Adaptive Planning

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A planning process that acknowledges the unpredictability of the development process and evolves as the project's environment changes.

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Minimum Viable Product (MVP)

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A development technique in which a new product or website is developed with sufficient features to satisfy early adopters.

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Agile Release Train (ART)

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A long-lived team of Agile teams, which, along with other stakeholders, incrementally develops, delivers, and where applicable operates, one or more solutions in a value stream.

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Feature Driven Development (FDD)

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An iterative and incremental software development process that is model driven for designing and building features.

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Test-Driven Development (TDD)

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A software development process that relies on the repetition of a very short development cycle: requirements are turned into very specific test cases, then the software is improved to pass the new tests.

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Refactoring

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The process of restructuring existing computer code without changing its external behavior, which improves nonfunctional attributes of the software.

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