agile - Concepts
Explore concepts tagged with "agile"
Total concepts: 57
Concepts
- Delegation Board - A visual management tool that maps delegation levels for different decision areas, making authority boundaries transparent.
- Build-Measure-Learn - The core feedback loop of the Lean Startup methodology where ideas are quickly built into experiments, measured against hypotheses, and used to learn what works.
- Daily Standup - A brief daily team meeting to synchronize work and identify blockers.
- Scrumban - A hybrid agile approach combining Scrum's structure with Kanban's flow-based principles.
- Iterative Development - A software development approach that builds systems through repeated cycles of planning, building, testing, and refining.
- Pull System - A workflow method where new work is started only when there is downstream capacity, rather than being pushed based on forecasts or schedules.
- Definition of Ready - Shared criteria that must be met before a work item can be started by a team.
- Lead Time - The total elapsed time from when a request or order is placed until it is fulfilled, serving as a key metric in lean, agile, and supply chain management.
- Retrospective - A structured team meeting held after a project or iteration to reflect on what went well, what didn't, and how to improve.
- Continuous Discovery - An ongoing practice of weekly customer interactions and structured experimentation to continuously inform product decisions rather than treating research as a one-time phase.
- Host Leadership - A leadership approach where leaders act as hosts who prepare the space, invite participation, and step back to let teams work autonomously while retaining authority to intervene.
- Agile Manifesto - A foundational declaration of values and principles for iterative, collaborative software development.
- Iterative and Incremental Note-Taking - A methodology that treats notes as living documents refined through continuous small improvements over time.
- Backlog Refinement - The ongoing process of reviewing, re-prioritizing, and adding detail to backlog items so they are ready for future work cycles.
- Given-When-Then - A structured format for writing acceptance criteria and test scenarios that specifies context, action, and expected outcome in plain language.
- Delegation Poker - A Management 3.0 card game where teams collaboratively decide the appropriate delegation level for decisions and tasks.
- Value Stream - The complete sequence of activities required to deliver a product or service from initial concept or customer request through to delivery of value.
- Burndown Chart - A visual graph showing remaining work over time to track sprint or project progress.
- User Acceptance Testing - The final phase of testing where actual users or stakeholders verify that a system meets their requirements and is ready for deployment.
- Cycle Time - The elapsed time from when work actively begins on an item until it is completed, serving as a key flow metric in Lean and Kanban.
- Scrum - An agile framework for managing complex work through iterative sprints and defined roles.
- User Stories - Short descriptions of features from the user's perspective used to capture requirements.
- Definition of Done - A shared checklist of criteria that must be met for work to be considered complete.
- Sprint Planning - A collaborative meeting where the team selects and plans work for the upcoming sprint.
- Job Story - A requirements format from JTBD that focuses on the situation and motivation rather than the user persona, using 'When... I want to... So I can...' structure.
- Weighted Shortest Job First - A prioritization framework that ranks work items by their cost of delay divided by job duration, optimizing for maximum economic value delivery.
- Specification by Example - A collaborative approach to defining software requirements using concrete examples that serve as both living documentation and automated tests.
- Visual Management - Using visual displays to communicate status, progress, and standards at a glance.
- T-Shirt Sizing - An estimation technique using clothing sizes (XS, S, M, L, XL) to categorize work items by relative effort.
- Rapid Experimentation - Running quick, low-cost experiments to test ideas and learn before major investments.
- Test-Driven Development - A software development approach where tests are written before the code they validate, following a red-green-refactor cycle.
- Velocity - A measure of the amount of work a team completes during a sprint, used for planning.
- Pair Programming - An agile software development technique where two programmers work together at one workstation, sharing a single screen and keyboard.
- Scrum Master - The Scrum role responsible for facilitating the process and removing team impediments.
- Evolutionary Architecture - An architectural approach that supports guided, incremental change across multiple dimensions by building systems designed to adapt as requirements and environments evolve.
- Information Radiators - Visible displays that broadcast important information to anyone who passes by.
- INVEST Criteria - A set of six qualities that make a good user story: Independent, Negotiable, Valuable, Estimable, Small, and Testable.
- Cumulative Flow Diagram - A stacked area chart that visualizes workflow states over time, revealing bottlenecks, WIP trends, and flow efficiency in Kanban and Lean systems.
- Hypothesis-Driven Development - An approach to product development where features are framed as testable hypotheses with clear success criteria, shifting from output to outcomes.
- Release Early, Release Often - A software development philosophy advocating frequent releases to gather feedback and iterate quickly.
- Three Amigos - A collaborative practice where a product owner, developer, and tester discuss a user story together to build shared understanding before development begins.
- Sustainable Pace - Working at a consistent rate that can be maintained indefinitely without burnout, enabling long-term productivity and well-being.
- Cross-Functional Teams - Teams composed of members with different functional expertise working toward shared goals.
- Story Points - A relative estimation unit measuring the effort and complexity of user stories.
- Sprint - A fixed-length iteration in Scrum where a team completes a set of committed work.
- Behavior-Driven Development - A software development methodology that extends TDD by writing tests as human-readable specifications describing expected behavior from the user's perspective.
- Extreme Programming - An agile software development methodology that emphasizes technical excellence, continuous feedback, and close customer collaboration through practices taken to their logical extremes.
- Planning Poker - A consensus-based estimation technique where team members simultaneously reveal cards to estimate effort.
- Affinity Estimation - A collaborative estimation technique where team members silently group work items by relative size to quickly estimate large backlogs.
- Backlog - A prioritized list of all desired work items for a product or project.
- Throughput - The number of work items completed per unit of time, measuring a system's delivery rate in Lean, Kanban, and operations management.
- Flow Efficiency - The ratio of active work time to total lead time, revealing how much time work items spend waiting versus being actively worked on.
- Product Owner - The Scrum role responsible for maximizing product value through backlog management.
- Sprint Retrospective - A team meeting at the end of each sprint to reflect on process and identify improvements.
- Software Estimation - The process of predicting the effort, time, or cost required to develop software, using various techniques to manage inherent uncertainty.
- User Story Mapping - A visual technique for organizing user stories into a two-dimensional map that shows the big picture of a product from the user's perspective.
- Acceptance Criteria - Specific conditions that must be met for a user story or feature to be considered complete and acceptable.
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