| Term 
 
        | Acceptance Test Driven Development |  | Definition 
 
        | A method used to communicate with business customers, developers, and testers before coding begins. |  | 
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        | Term 
 | Definition 
 
        | A method used to quickly place user stories into a comparable-sized group. |  | 
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        | Term 
 | Definition 
 
        | 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. |  | 
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        | Term 
 | Definition 
 
        | Spikes that relate to any area of a system, technology, or application domain that is unknown. |  | 
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        | Term 
 | Definition 
 
        | A process or work output Ex. Document, Code |  | 
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        | Term 
 | Definition 
 
        | These tools allow for efficient and strong testing. Examples: Peer Reviews, Periodical Code-Reviews, Refactoring, Unit Tests, Automatic and Manual Testing. |  | 
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        | Term 
 | Definition 
 
        | A chart used to display progress during and at the end of iteration. “Burning down” means the backlog will lessen throughout the iteration. |  | 
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        | Term 
 | Definition 
 
        | The rate of resources consumed by the team; also cost per iteration. |  | 
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        | Term 
 | Definition 
 
        | 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. |  | 
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        | Term 
 | Definition 
 
        | An acronym to measure the goals and mission of the project with each letter meaning: Criticality, Accessibility, Return, Vulnerability, Effect, and Recognizeability. |  | 
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        | Term 
 | Definition 
 
        | 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. |  | 
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        | Term 
 | Definition 
 
        | An individual involved but not committed to an Agile project. |  | 
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        | Term 
 
        | Cost Performance Index (CPI) |  | Definition 
 
        | To measure the cost spent on a project and its efficiency. Earned Value / Actual Cost = CPI |  | 
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        | Term 
 | Definition 
 
        | A chart that displays feature backlog, work-in-progress, and completed features. |  | 
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        | Term 
 
        | Customer-Valued Prioritization |  | Definition 
 
        | To deliver the maximum customer value early in order to win customer loyalty and support. |  | 
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        | Term 
 | Definition 
 
        | The time needed to complete a feature (user story). |  | 
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        | Term 
 
        | Decide As Late As Possible |  | Definition 
 
        | To postpone decisions to determine possibilities and make the decision when the most amount of knowledge is available. |  | 
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        | Term 
 | Definition 
 
        | The qualities of a product backlog which include: detailed, estimate-able, emergent, and prioritized. |  | 
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        | Term 
 | Definition 
 
        | To separate epics or large stories into smaller stories. |  | 
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        | Term 
 | Definition 
 
        | Defects reported after the delivery by the customer. |  | 
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        | Term 
 | Definition 
 
        | An individual chooses to behave in a particular way over other behaviors because of the expected results of the chosen behavior. |  | 
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        | Term 
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        | To inquire how software works with the use of test subjects using the software and asking questions about the software. |  | 
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        | Term 
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        | A team-manufactured persona that exaggerates to induce requirements a standard persona may miss. |  | 
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        | Term 
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        | A sequence of numbers used in Agile estimating, 0, 1, 2, 3, 5, 8, 13, 20, 40, 100. |  | 
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        | Term 
 | Definition 
 
        | 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. |  | 
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        | Term 
 | Definition 
 
        | Assigned tasks prioritized for completion based on an estimated number of days. Top priorities are usually completed first. |  | 
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        | Term 
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        | To analyze forces that encourages or resists change. |  | 
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        | Term 
 
        | Herzberg’s Hygiene Theory |  | Definition 
 
        | A theory that states factors in the workplace create satisfaction and dissatisfaction in relation to the job. |  | 
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        | Term 
 | Definition 
 
        | The amount of time needed to complete an assignment without distractions or interruptions. |  | 
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        | Term 
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        | Practice used to induce requirements from product, owners, users, and stakeholders. |  | 
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        | Term 
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        | To reach an agreement collaboratively that creates more value for both parties by a win-win solution. |  | 
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        | Term 
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        | 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 potential profitability of project or investment. |  | 
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        | Term 
 | Definition 
 
        | Poor estimation that occurs at the beginning of iteration. |  | 
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        | Term 
 | Definition 
 
        | The benefits of good user stories, which include: Independent, Negotiable, Valuable, Estimate-able, Small, and Testable. |  | 
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        | Term 
 | Definition 
 
        | Work cycle, Scrum uses 2-4 weeks, XP uses 1 week. |  | 
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        | Term 
 | Definition 
 
        | Iteration used to prepare the launch of software, and to test software. |  | 
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        | Term 
 | Definition 
 
        | Iteration to complete tasks before the development work occurs, for technical and architectural spikes and to gather requirements into the backlog. |  | 
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        | Term 
 | Definition 
 
        | Based on Japanese management philosophy, to continue improvement through small releases. |  | 
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        | Term 
 | Definition 
 
        | An analysis of product development and customer satisfaction based on needs fulfilled/not fulfilled vs. satisfaction/dissatisfaction. |  | 
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        | Term 
 | Definition 
 
        | To make decisions as late as possible in order to preserve all possible options. |  | 
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        | Term 
 | Definition 
 
        | The law that limits work-in-progress efficiently with development of an appropriate cycle time. |  | 
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        | Term 
 
        | Lean Software Development (LSD) |  | Definition 
 
        | 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 the value in small batches. Principles ©www.instructing.com PMI-ACP Exam Prep 12
 of Lean include: elimination of waste, amplify learning, to decide late as possible, deliver as fast as possible, empowerment of the team, to build in integrity, and to see the whole.
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        | Term 
 
        | Maslow’s Hierarchy of Needs |  | Definition 
 
        | This theory suggests the interdependent needs (motivators) of people based on five levels in this order: Physiological, Safety & Security, Social, Esteem, and Self-Actualization. |  | 
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        | Term 
 | Definition 
 
        | To explain how a project will be completed successfully to stakeholders by use of real-world examples of systems and components. |  | 
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        | Term 
 | Definition 
 
        | An analysis used to help stakeholders understand the importance of each requirement delivered. MoSCoW is the acronym for Must have, Should have, Could have, and Would like to have. |  | 
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        | Term 
 | Definition 
 
        | Net Present Value- A value that compares the amount invested today to the present value of future cash receipts from the investment. |  | 
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        | Term 
 | Definition 
 
        | 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. |  | 
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        | Term 
 | Definition 
 
        | A storage place for ideas that distract from the main goal during a meeting. |  | 
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        | Term 
 
        | Participatory Decision Models |  | Definition 
 
        | To have stakeholder’s involvement in decision making with techniques such as a simple vote. |  | 
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        | Term 
 | Definition 
 
        | A depiction of the customer of system with applicable details about usage. |  | 
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        | Term 
 | Definition 
 
        | A committed individual impacted by the outcome. |  | 
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        | Term 
 | Definition 
 
        | Work cycle in smaller, quick iterations than traditional. |  | 
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        | Term 
 | Definition 
 
        | A tool used to estimate team effort on user stories. |  | 
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        | Term 
 | Definition 
 
        | 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. |  | 
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        | Term 
 | Definition 
 
        | An approach for planning that occurs in cycles instead of upfront, which happens frequently. |  | 
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        | Term 
 | Definition 
 
        | Descriptive data used for analysis. |  | 
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        | Term 
 | Definition 
 
        | The specifications and requirements of product or service measured against the standard product or service in the industry. |  | 
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        | Term 
 | Definition 
 
        | Numerical data used for analysis. |  | 
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        | Term 
 | Definition 
 
        | To adjust working code to improve functionality and conservation. |  | 
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        | Term 
 | Definition 
 
        | A list of all user stories and features ordered by highest priority to the lowest priority. |  | 
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        | Term 
 | Definition 
 
        | To estimate the size of a story in comparison with another story. |  | 
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        | Term 
 
        | Requirements Prioritization Model |  | Definition 
 
        | A model to rate each feature with the calculation of weighted formula defined by the team. |  | 
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        | Term 
 | Definition 
 
        | A product backlog adjusted to help balance the risk and value factors of product. |  | 
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        | Term 
 | Definition 
 
        | This spike helps the team remove major risks, and if the spike fails every approach possible, the project is defined as “fast failure”. |  | 
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        | Term 
 | Definition 
 
        | A chart that displays risk and success with feature vs. time. |  | 
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        | Term 
 
        | Software Development Life Cycle (SDLC) |  | Definition 
 
        | This cycle tends to be long and requires a lot of advanced planning. |  | 
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        | Term 
 | Definition 
 
        | 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. |  | 
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        | Term 
 | Definition 
 
        | An experiment that helps a team answer, a particular question and determine future actions. |  | 
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        | Term 
 | Definition 
 
        | When the team collaborates to focus on a single user story. |  | 
        |  | 
        
        | Term 
 | Definition 
 
        | 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. |  | 
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        | Term 
 | Definition 
 
        | Technical decisions a team chooses to not implement currently, but must do so or face difficulty in the future. |  | 
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        | Term 
 
        | Test-Driven Development (TDD) |  | Definition 
 
        | A written acceptance test for a module with the code built to pass the tests in order to ensure correct performance. |  | 
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        | Term 
 | Definition 
 
        | A group of stories, iteration, or release’s idea determined by the customer and the team agrees with the idea. |  | 
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        | Term 
 | Definition 
 
        | A tool used to analyze a chain of processes with the desired outcome of eliminating waste. |  | 
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        | Term 
 | Definition 
 
        | To ensure the product meets requirements and specifications. |  | 
        |  | 
        
        | Term 
 
        | Wide-Band Delphi Estimating |  | Definition 
 
        | 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. |  | 
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        | Term 
 | Definition 
 
        | A lightweight non-functional UI design that shows the customer the vital elements and how they will interact before coding. |  | 
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        | Term 
 | Definition 
 
        | A method that allows customers to score (total 100 points) different features of a product. |  | 
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        | Term 
 
        | Five values of Agile Modeling |  | Definition 
 
        | 1. Communication 2. Simplicity
 3. Feedback
 4. Courage
 5. Humility
 |  | 
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        | Term 
 | Definition 
 
        | How greatly estimates can vary at different stages throughout the project |  | 
        |  | 
        
        | Term 
 | Definition 
 
        | How much time a task would take with interruptions, distractions, and the available resources |  | 
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        | Term 
 | Definition 
 
        | Simple Minimal in number
 Influential
 Transient
 Highly Visible
 |  | 
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        | Term 
 | Definition 
 
        | Novice Advanced Beginner
 Competent
 Proficient
 Expert
 |  | 
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        | Term 
 
        | Levels of Active Listening |  | Definition 
 
        | Internal Listening Hard Listening
 Global Listening
 |  | 
        |  | 
        
        | Term 
 | Definition 
 
        | Transparency Inspection
 Adaptation
 |  | 
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        | Term 
 | Definition 
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        | Term 
 | Definition 
 
        | Best Alternative to a Negotiated Agreement |  | 
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