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I / K / L / M / N / O / P / Q / R / S / T / U / V

https://www.agilealliance.org/agile101/agile-glossary

A

Acceptance Test Driven Development (ATDD)

Acceptance Test Driven Development (ATDD) involves team members with different perspectives (customer, development, testing) collaborating to write acceptance tests in advance of implementing the corresponding functionality. (see more)

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In the context of software development, build refers to the process that converts files and other assets under the developers' developers’ responsibility into a software product in its final or consumable form. The build is automated when these steps are repeatable, require no direct human intervention, and can be performed at any time with no information other than what is stored in the source code control repository. (see more)

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B

Backlog

See product backlog.

Backlog Grooming / Backlog Refinement

Backlog grooming is when the product owner and some, or all, of the rest of the team refine the backlog on a regular basis to ensure the backlog contains the appropriate items, that they are prioritized, and that the items at the top of the backlog are ready for delivery. (see more)

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Business agility is the ability of an organization to sense changes internally or externally and respond accordingly in order to deliver value to its customers. (see more)

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C

Collective Ownership

Collective code ownership is the explicit convention that every team member can make changes to any code file as necessary: either to complete a development task, to repair a defect, or to improve the code's code’s overall structure. (see more)

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Customer development is a four-step framework that provides a way to use a scientific approach to validate assumptions about your product and business. (learn more)

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D

Daily Meeting

The daily meeting is one of the most commonly practiced Agile techniques and presents opportunity for a team to get together on a regular basis to coordinate their activities. (see more)

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Definition of Ready involves creating clear criteria that a user story must meet before being accepted into an upcoming iteration. This is typically based on the INVEST matrix. (see more)

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E

Epic

An epic is a large user story. (see more)

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In software development, an "estimate" “estimate” is the evaluation of the effort necessary to carry out a given development task; this is most often expressed in terms of duration. (see more)

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Exploratory testing is, more than strictly speaking a "practice“practice," a style or approach to testing software which is often contrasted to "scripted “scripted testing.” (see more)

Extreme Programming

Extreme Programming (XP) is an agile software development framework that aims to produce higher quality software, and higher quality of life for the development team. XP is the most specific of the agile frameworks regarding appropriate engineering practices for software development. (see more)

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F

Facilitation

A facilitator is a person who chooses or is given the explicit role of conducting a meeting. (see more)

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An Agile team frequently releases its product into the hands of end users, listening to feedback, whether critical or appreciative. (see more)

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G

Given When Then

The Given-When-Then formula is a template intended to guide the writing of acceptance tests for a User Story: (Given) some context, (When) some action is carried out, (Then) a particular set of observable consequences should obtain. (see more)

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I

Heartbeat Retrospective

The team meets regularly to reflect on the most significant events that occurred since the previous such meeting, and identify opportunities  for improvement. (see more)

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I

Incremental Development

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Incremental Development

In an Agile context, Incremental Development is when each successive version of a product is usable, and each builds upon the previous version by adding user-visible functionality.  (see more)

Information Radiators

"Information radiator" “Information radiator” is the term for any of a number of visual displays which a team places in a highly visible location, so that all team members can see the latest information at a glance. (see more)

Integration

"Integration" “Integration” (or "integrating"“integrating”) refers to any efforts still required for a project team to deliver a product suitable for release as a functional whole. (see more)

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Agile projects are iterative insofar as they intentionally allow for "repeating" software “repeating” software development activities, and for potentially "revisiting" “revisiting” the same work products (the phrase "planned rework" “planned rework” is sometimes used; refactoring is a good example). (see more)

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K

Kanban

The Kanban Method is a means to design, manage and improve flow for knowledge work and allows teams to start where they are to drive evolutionary change. (see more)

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A Kanban Board is a visual workflow tool consisting of multiple columns. Each column represents a different stage in the workflow process. (see more)

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L

Lead Time

Lead Time is the time between a customer order and delivery. In software development, it can also be the time between a requirement made and its fulfillment. (see more)

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M

Milestone Retrospective

A Milestone Retrospective is a team's team’s detailed analysis of the project's project’s significant events after a set period of time or at the project's project’s end. (see more)

Minimum Marketable Feature (MMF)

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A Minimum Viable Product is, as Eric Ries said, the "version “version of a new product which allows a team to collect the maximum amount of validated learning about customers with the least effort.” (see more)

Mob Programming

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Mock Objects (commonly used in the context of crafting automated unit tests) consist of instantiating a test-specific version of a software component. (see more)

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N

Niko-niko Calendar

A Niko-niko Calendar is updated daily with each team member's member’s mood for that day. Over time the calendar reveals patterns of change in the moods of the team, or of individual members. (see more)

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O

Pair Programming

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Open Space

In Open Space meetings, events, or conferences, participants create and manage their own agenda of parallel sessions around a specific theme. (see more)

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P

Pair Programming

Pair programming consists of two programmers sharing a single workstation (one screen, keyboard and mouse among the pair).  (see more)

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An approach to estimation used by Agile teams. Each team member "plays" “plays” a card bearing a numerical value corresponding to a point estimation for a user story. (see more)

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Agile teams generally prefer to express estimates in units other than the time-honored "man“man-hours." Possibly the most widespread unit is "story “story points.” (see more)

Product Backlog

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A high-level summary of the project's project’s key success factors displayed on one wall of the team room as a flipchart-sized sheet of paper. (see more)

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Q

Quick Design Session

When "simple design" “simple design” choices have far-reaching consequences, two or more developers meet for a quick design session at a whiteboard. (see more)

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R

Refactoring 

Refactoring consists of improving the internal structure of an existing program's program’s source code, while preserving its external behavior. (see more)

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Relative estimation consists of estimating tasks or user stories by comparison or by grouping of items of equivalent difficulty. (see more)

Role-feature-reason

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Retrospective

The team meets regularly to reflect on the most significant events that occurred since the previous such meeting, and identify opportunities  for improvement. (see more)

Rule of Simplicity

Rules of Simplicity is a set of criteria, in priority order, proposed by Kent Beck to judge whether some source code is "simple “simple enough.” (see more)

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S

Scrum

Scrum is a process framework used to manage product development and other knowledge work. (see more)

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Simple Design

A team adopting the "simple design" “simple design” practice bases its software design strategy on a set of "simple design" “simple design” principles. (see more)

Sprint Backlog

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The team aims for a work pace that they would be able to sustain indefinitely. (see more)

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T

Task Board

The most basic form of a task board is divided into three columns labeled "To “To Do," "In ” “In Progress," and "Done“Done."  Cards are placed in the columns to reflect the current status of that task. (see more)

Test Driven Development (TDD)

"Test“Test-driven development" development” is a style of programming in which three activities are tightly interwoven: coding, testing (in the form of writing unit tests) and design (in the form of refactoring). (see more) 

Team

A "team" “team” in the Agile sense is a small group of people, assigned to the same project or effort, nearly all of them on a full-time basis. (see more)

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The team (ideally the whole team, including the product owner or domain expert) has the use of a dedicated space for the duration of the project, set apart from other groups' groups’ activities. (see more)

Three

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C’s 

“Card, Conversation, Confirmation" Confirmation” is a formula that captures the components of a User Story. (see more)

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A timebox is a previously agreed period of time during which a person or a team works steadily towards completion of some goal. (see more)

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U

Ubiquitous Language

Striving to use the vocabulary of a given business domain, not only in discussions about the requirements for a software product, but in discussions of design as well and all the way into "the product's “the product’s source code itself.” (see more)

Unit Testing

A unit test is a short program fragment written and maintained by the developers on the product team, which exercises some narrow part of the product's product’s source code and checks the results. (see more)

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Usability testing is an empirical, exploratory technique to answer questions such as "how “how would an end user respond to our software under realistic conditions?” (see more)

User Stories

In consultation with the customer or product owner, the team divides up the work to be done into functional increments called "user “user stories.” (see more)

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V

Velocity

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User Story Template

The user story template is one of the most commonly recommended aids to write user stories: As a … I want … So that … (see more)

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V

Velocity

At the end of each iteration, the team adds up effort estimates associated with user stories that were completed during that iteration. This total is called velocity. (see more)

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Version control is not strictly an Agile "practice" “practice” insofar as it is now widespread in the industry as a whole. But it is mentioned here for several reasons. (see more)

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X

XP – Extreme Programming

Extreme Programming (XP) is an agile software development framework that aims to produce higher quality software, and higher quality of life for the development team. XP is the most specific of the agile frameworks regarding appropriate engineering practices for software development. (see more)

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