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Book 15

Teams & Process

How software teams plan and ship work together: Agile, Scrum, Kanban, sprints, user stories and the rituals around them.

Contents

  1. 01Acceptance Criteria1Acceptance criteria are the specific, testable conditions a single user story or backlog item must meet before the Product Owner accepts it as complete.
  2. 02Agile2Agile is an approach to software development that delivers working software in small, frequent increments and adjusts plans based on regular feedback.
  3. 03Burndown Chart3A burndown chart is a graph that shows how much work remains in a sprint or release over time, so a team can see at a glance whether it is on track to finish.
  4. 04Bus Factor4The bus factor is the smallest number of people who would have to leave a project suddenly before it stalls because nobody left knows its critical parts.
  5. 05Code Smell5A code smell is a surface sign in code that often points to a deeper design problem, even though the code still works.
  6. 06Daily Standup6A daily standup is a short daily meeting, usually 15 minutes or less, where a team checks progress toward its goal, plans the day, and raises blockers.
  7. 07Definition of Done7The Definition of Done is a shared checklist of quality standards that every piece of work must meet before a team can consider it complete.
  8. 08Epic8An epic is a large body of work in Agile that is too big to finish in one sprint, so the team breaks it down into smaller user stories delivered over time.
  9. 09Extreme Programming9Extreme Programming is an Agile method built on engineering practices such as pair programming, test-driven development, and continuous integration.
  10. 10Kanban10Kanban is an Agile method that visualizes work on a board of columns and limits how many items can be in progress at once to keep work flowing smoothly.
  11. 11Lean Software Development11Lean software development applies lean manufacturing ideas to software, aiming to deliver customer value quickly by removing waste and improving flow.
  12. 12Mob Programming12Mob programming is a practice in which a whole team works on the same task, at the same time, on one shared computer, taking turns at the keyboard.
  13. 13MVP13An MVP is the simplest version of a product that real users can use, built to test a key assumption and learn as much as possible with the least effort.
  14. 14Open Source14Open source software is software whose source code is published under a license that lets anyone use, study, modify and share it.
  15. 15Pair Programming15Pair programming is an Agile technique in which two developers work together on the same code, with one typing while the other reviews and guides the work.
  16. 16Planning Poker16Planning poker is a team estimation technique in which members privately pick estimate cards for a task, reveal them at once, then discuss the differences.
  17. 17Product Backlog17The product backlog is a single ordered list of everything a team might do to improve a product, such as features, fixes, and technical work.
  18. 18Product Owner18The Product Owner is the Scrum accountability responsible for maximizing a product's value by deciding what to build next and ordering the product backlog.
  19. 19Proof of Concept19A proof of concept (PoC) is a small, quick experiment built to show that an idea or technology can work in practice before investing in building it properly.
  20. 20Retrospective20A retrospective is a team meeting held at the end of each sprint to reflect on how the team worked and agree on concrete ways to improve next time.
  21. 21Scrum21Scrum is an Agile framework in which a small team delivers a product in fixed-length cycles called sprints, using defined roles, events, and artifacts.
  22. 22Scrum Master22The Scrum Master is the Scrum accountability that helps a team and its organization use Scrum well by coaching, facilitating events, and removing impediments.
  23. 23SDLC23The software development life cycle (SDLC) is the sequence of stages software goes through: planning, design, building, testing, release and maintenance.
  24. 24Software License24A software license is the legal permission that says how software may be used, modified and distributed; open source licenses can be permissive or copyleft.
  25. 25Spike25A spike is a short, timeboxed investigation an Agile team does to answer a question or reduce uncertainty before committing to build a feature.
  26. 26Sprint26A sprint is a fixed-length period of one month or less, often two weeks, in which a Scrum team works toward one goal and produces a usable product increment.
  27. 27Sprint Planning27Sprint planning is the Scrum event that starts each sprint, where the team agrees on a sprint goal, selects backlog items it can finish and plans the work.
  28. 28Story Points28Story points are a unit Agile teams use to estimate the relative size of work items, combining complexity, amount of work, and uncertainty rather than hours.
  29. 29Timeboxing29Timeboxing is setting a fixed maximum time for an activity in advance and stopping when it runs out, keeping work focused and forcing decisions about scope.
  30. 30User Story30A user story is a short, plain-language description of a feature told from the user's point of view, explaining who wants it, what they want, and why.
  31. 31Velocity31Velocity is the amount of work an Agile team completes in one sprint, usually the total story points of finished items, used to forecast future sprints.
  32. 32Waterfall32Waterfall is a sequential approach to software development in which requirements, design, building, testing, and release happen one after another.

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