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PMI-ACP Exam Prep Success
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53,352 students

PMI-ACP Exam Prep Success

Pass the PMI-ACP Exam based on the PMBOK: Everything You Need to Pass the PMI-ACP
Created byJoseph Phillips
Last updated 10/2025
English

What you'll learn

  • Qualify for the PMI-ACP Certification Exam
  • Build an Agile Mindset
  • Identify characteristics of value-driven projects
  • Claim 21 Professional Development Units (PDUs)
  • Identify the characteristics of a successful agile project
  • Discuss agile project management in depth
  • Pass the PMI-ACP examination

Course content

8 sections222 lectures13h 11m total length
  • All About the PMI-ACP Certification5:26

    This lecture is an overview of the entire course and what you can expect as you work through the material. In this lecture I'll discuss the lectures, resources, quizzes, games, and certificate of completion. 

    In this course we'll cover all the PMI-ACP exam domains:

    • Agile principles and mindset
    • Value-driven delivery
    • Stakeholder engagement
    • Team performance
    • Adaptive planning
    • Problems, issues, detection and resolution Continuous improvement
  • Qualifications for the PMI-ACP Exam3:15

    In this lecture I’ll discuss what it takes to be a PMI-ACP. Specifically, I’ll cover:

    • 2,000 hours of general project experience working on teams. A current PMP® or PgMP® will satisfy this requirement but is not required to apply for the PMI-ACP.
    • 1,500 hours working on agile project teams or with agile methodologies. This requirement is in addition to the 2,000 hours of general project experience.
    • 21 contact hours of training in agile practices.


    • Applying for the PMI-ACP Exam7:21

      Agile is a topic of growing importance in project management. The marketplace reflects this importance, as project management practitioners increasingly embrace agile as a technique for managing successful projects. The PMI-ACP certification recognizes an individual’s expertise in using agile practices in their projects, while demonstrating their increased professional versatility through agile tools and techniques.

    • Money and the PMI-ACP Exam5:08

      Have you taken a PMI exam before, such as the CAPM or the PMP? The PMI-ACP exam is very similar in its format and structure. Of course the content is different, but the mechanics of the test is similar.

      In this lecture we’ll discuss all the basic questions about the exam and the testing center. We’ll cover the cost of taking the PMI-ACP exam.

    • Join PMI3:08

      PMI membership is separate from PMI certifications. However, as a PMI member, you will have access to many benefits including discounts on your certification exam fee as well as discounts on professional development opportunities to help with maintenance of your certification(s).

    • Passing the PMI-ACP Exam3:55

      This lecture details the contents and mechanics of the PMI-ACP exam. In this lecture I'll discuss:

      PMI-ACP exam scoring

      PMI-ACP exam blueprint

      Testing center details

      Scheduling and rescheduling the test

      And everything else you must know before applying and scheduling to pass the PMI-ACP examination.

    • Preparing a Study Strategy - to Pass!4:13

      Your goal and my goal is the same thing: you passing the PMI-ACP exam on your first attempt. Your study efforts, like a project, require planning and execution. In this lecture we’ll review a good study strategy to prepare to pass, not just take the PMI-ACP exam.

    • Assignment: Creating a Study Strategy
    • What to Expect on Testing Day6:52

      Prometric has some specific rules when it comes to taking your PMI-ACP exam:

      You will be required to remove your eyeglasses for close visual inspection. These inspections will take a few seconds and will be done at check-in and again upon return from breaks before you enter the testing room to ensure you do not violate any security protocol.

      Jewelry outside of wedding and engagement rings is prohibited. Please do not wear other jewelry to the test center. Hair accessories and ties are subject to inspection. Please refrain from using ornate clips, combs, barrettes, headbands, tie clips, cuff links and other hair accessories as you may be prohibited from wearing them in to the testing room and asked to store them in your locker. Violation of security protocol may result in the confiscation of prohibited devices and termination of your exam.

    • What Your Exam is Based Upon2:25

      In this lecture I'll walk you through all of the PMI references and resources to help you prepare to pass the PMI-ACP examination. In this lecture we'll look at:

      • Official PMI-ACP exam objectives
      • PMI-ACP Handbook
      • PMI exam guidance
      • PMI-ACP reference list

      These resources are useful to understand exactly what PMI will test you. You'll want to read and refer to these resources often as you prepare to pass the PMI-ACP exam.

    • PMI-ACP Exam Domains21:52

      Now we’re moving a little deeper into the examination details. In this lecture I’ll walk you through all of the exam domains and tasks that you’ll be tested on. This lecture is the key to the entire course – as it covers exactly what you’ll be tested on, so pay close attention to this lecture.

      In this lecture we’re going to talk about the exam blueprint and what you must know. You can also use this blueprint to plan your study strategy accordingly. In this lecture we’ll cover these topics for your PMI-ACP exam:

      • Domain I. Agile Principles and Mindset   16%
      • Domain II. Value-driven Delivery 20%
      • Domain III. Stakeholder Engagement      17%
      • Domain IV. Team Performance  16%
      • Domain V. Adaptive Planning     12%
      • Domain VI. Problem Detection and Resolution    10%
      • Domain VII. Continuous Improvement     9%


      • PMI-ACP Exam Handbook2:43

        According to PMI, the PMI-ACP® is their fastest growing certification, and it’s no wonder. Organizations that are highly agile and responsive to market dynamics complete more of their projects successfully than their slower-moving counterparts — 75 percent versus 56 percent — as shown in our 2015 Pulse of the Profession® report.

        The PMI-ACP spans many approaches to agile such as Scrum, Kanban, Lean, extreme programming (XP) and test-driven development (TDD.) So it will increase your versatility, wherever your projects may take you.

        In this lecture you’ll access and download the PMI-ACP Exam Handbook.

      • PMI-ACP Coach2:20

        Throughout the course I offer these quick coaching sessions about your effort to pass the PMI-ACP. These motivational lectures are a quick reminder of what it takes to earn the PMI-ACP and how you can work effectively to study to pass the test. I use the acronym PMA – Positive Mental Attitude – throughout this course. Keep your PMA! You can do this!

      • PMI-ACP Exam Details Learning Game0:04
      • Section Summary2:37

        Great job finishing this first section of the PMI-ACP Exam Prep course. You’ve done something already that many people only talk about: actually investing some time and effort into earning a PMI certification. Yes, this is only the first section, but it’s a start and that’s more than most people even attempt.

        But you’re not done yet! You need to keep going, build momentum and complete this course.

        In this lecture we’ll take a quick look back at what we discussed in this course. This is a new recap of what’s been covered and the most important topics from this first section.

      • Key terms16:27

        Understanding the key terms are an important factor for passing the PMI-ACP exam. There are lots of key terms throughout this course – and it’s up to you to create and review your flashcards daily. Don’t skip understanding all the terms. If you can understand the terms, you’re more likely to understand exam questions. The terms are also included as a downloadable resource in this lecture.

        PMI-ACP Exam Prep: Glossary of Agile Terms


        ACP

        Agile Certified Practitioner

          

        Acceptance Test Driven Development

        A method used to communicate with business customers, developers, and testers before coding begins.

         

        Active Listening

        To focus on what is said and provide feedback to communicate understanding

         

        Adaptive Leadership

        A leadership style that helps teams to thrive and overcome challenges throughout a project.

         

        Affinity Estimation

        A method used to quickly place user stories into a comparable-sized group.

         

        Agile

        To develop a goal through periodic experimentation in order to fulfill the need of a complex decision.

         

        Agile Adaption

        To adapt the project plan continuously through retrospectives in order to maximize value creation during the planning process.

         

        Agile Coaching

        To help achieve goals that is either personal or organizational.

         

        Agile Experimentation

        To use the empirical process, observation, and spike introduction while executing a project to influence planning.

         

        Agile Manifesto

        A statement that reflects Agile Philosophy that includes: individuals and interactions over processes and tools, working software over comprehensive documentation, customer collaboration over contract negotiation, and responding to changes over following a plan.

         

        Agile Manifesto Principles

        A document that describes the twelve principles of the Agile Manifesto.

         

        Agile Manifesto: Customer Satisfaction

        To satisfy customers through early and continuous delivery of products, to test and receive feedback, to inform customers on progress, and to fulfill the customer’s value by completing priority requirements.

         

        Agile Manifesto: Welcome Changes

        To allow quick responses to changes in the external environment, and late in development to maximize the customer’s competitive advantage.

         

        Agile Manifesto: Frequent Delivery

        To deliver software frequently to the customer, allowing for a quicker product release, faster provision of value to the customer and shorter delivery timeframe.

         

        Agile Manifesto: Collocated Team

        To have individuals work together daily on a project to implement osmotic communication, focus, and receive instant feedback to achieve a common goal.

         

        Agile Manifesto: Motivated Individuals

        To give individuals the empowerment, environment, support, and trust needed to complete a task successfully.

         

        Agile Manifesto: Face-to-Face Conversation

        The most efficient and effective way to communicate in order to receive direct feedback and influence osmotic communication.

         

        Agile Manifesto: Working Software

        Working software enables the measurement of progress, enhance customer satisfaction, and maintain and improve the quality of the software to help support project goals.

         

        Agile Manifesto: Constant Pace

        To help team members establish a healthy work-life balance, remain productive, and respond to changes swiftly for progress during a project.

         

        Agile Manifesto: Continuous Attention

        To enhance agility and time spent on work requirements in order to retain a well-balanced work environment.

         

        Agile Manifesto: Simplicity

        Allows team members to focus on what is necessary to achieve the requirements needed to create and deliver value to the project and customer.

         

        Agile Manifesto: Self-Organization

        A team that knows how to complete tasks effectively, has dedication to the project, and is expert on the process and project.

         

        Agile Manifesto: Regular Reflection

        This allows a team to learn how to become more effective, what changes need immediate implementation, and behavior that needs adjustment.

         

        Agile Mentoring

        To pass on and teach based on experience, knowledge, and skills to other individuals in the team or that work for the organization.

         

        Agile Methodologies

        A way to complete a goal effectively and efficiently. Examples of Agile Methodologies include XP, Scrum, and Lean.

         

        Agile Modeling

        A workflow depiction of a process or system a team can review before it is turned into code. Stakeholders should understand the model.

         

        Agile Planning

        The most important aspect of the Agile project. Planning happens at multiple levels such as strategic, release, iteration, and daily. Planning must happen up-front and can change throughout the project.

         

        Agile Practices

        To make use of the Agile principles through activities.

         

        Agile Projects

        A project that occurs based on the Agile Manifesto and Agile Principles.

         

        Agile Smells

        Symptoms of problems that affect Agile teams and projects.

         

        Agile Space

        A space that allows team members to establish collaboration, communication, transparency, and visibility.

         

        Agile Themes

        Themes used to help the team focus on the functions of iteration.

         

        Agile Tooling

        To increase team morale with software or artifacts.

         

        Analysis

        To develop possible solutions by studying the problem and its underlying need and to understand the information provided.

         

        Approved Iterations

        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.

         

        Architectural Spikes

        Spikes that relate to any area of a system, technology, or application domain that is unknown.

         

        Artifact

        A process or work output Ex. Document, Code

         

        ASD

        Exhibits continuous adaptation to the project and its processes with characteristics that include: mission focused, feature based, iterative, time-boxed, risk driven, and change tolerant.

         

        Automated Testing Tools

        These tools allow for efficient and strong testing. Examples: Peer Reviews, Periodical Code-Reviews, Refactoring, Unit Tests, Automatic and Manual Testing.

         

        Being Agile

        To work in a responsive way to deliver the products or services a customer needs and when they want the products or services.

         

        Brainstorming

        An effective and efficient way of gathering ideas within a short period of time from a group.

         

        Burn-Down Chart

        A chart used to display progress during and at the end of iteration. “Burning down” means the backlog will lessen throughout the iteration.

         

        Burn Rate

        The rate of resources consumed by the team; also cost per iteration.

         

        Burn-Up Chart

        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.

         

        CARVER

        An acronym to measure the goals and mission of the project with each letter meaning: Criticality, Accessibility, Return, Vulnerability, Effect, and Recognizeability.

         

        Ceremony

        A meeting conducted during an Agile project that consists of daily stand-up, iteration planning, iteration review, and iteration retrospective.

         

        Change

        To change requirements that increase value to the customer.

         

        Charter

        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.

         

        Chicken

        An individual involved but not committed to an Agile project.

         

        Coach

        A team role that keeps the team focused on learning and the process.

         

        Collaboration

        A method of cooperation among individuals to achieve a common goal.

         

        Collective Code Ownership

        The entire team together is responsible for 100% of the code.

         

        Collocation

        The entire team is physically present, working in one room.

         

        Common Cause

        An issue solved through trend analysis because the issue is systematic.

         

        Communication

        To share smooth and transparent information of needs.

         

        Command & Control

        Decisions created by higher up individuals in the organization and handed over to the team.

         

        Compliance

        To meet regulations, rules, and standards.

         

        Cone of Silence

        An environment for the team that is free of distractions and interruptions.

         

        Conflict

        Disagreements in certain areas between individuals.

         

        Conflict Resolution

        An agreement made after a conflict.

         

        Continuous Improvement

        To ensure that self-assessment and process improvement occurs frequently to improve the product.

         

        Continuous Integration

        To consistently examine a team member’s work. To build, and test the entire system.

         

        Coordination

        To organize work with the goal of higher productivity and teamwork.

         

        Cost Performance Index (CPI)

        To measure the cost spent on a project and its efficiency. Earned Value / Actual Cost = CPI

         

        Cross-Functional Team

        Teams that consist of members who can multi-task well and complete various functions to achieve a common goal.

         

        Crystal Family

        An adaptable approach that focuses on interaction between people and processes that consists of families that vary based on team size, system criticality, and project priorities.

         

        Cumulative Flow Diagram

        A chart that displays feature backlog, work-in-progress, and completed features.

         

        Customer

        The end-user who determines and emphasizes business values.

         

        Customer-Valued Prioritization

        To deliver the maximum customer value early in order to win customer loyalty and support.

         

        Cycle Time

        The time needed to complete a feature (user story).

         

        Daily Stand Up

        A brief meeting where the team shares the previous day’s achievements, plans to make achievements, obstacles, and how to overcome the obstacles.

         

        Decide As Late As Possible

        To postpone decisions to determine possibilities and make the decision when the most amount of knowledge is available.

         

        DEEP

        The qualities of a product backlog which include: detailed, estimate-able, emergent, and prioritized.

         

        Deliverables

        A tangible or intangible object delivered to the customer. Ex. Document, Pamphlet, Report

         

        Disaggregation

        To separate epics or large stories into smaller stories.

         

        Dissatisfaction

        The lack of satisfaction among workers such as, work conditions, salary, and management-employee relationships. Factors known as demotivators.

         

        Distributive Negotiation

        To reach a deal through tactics so both parties receive the highest amount of value possible.

         

        Done

        When work is complete, and meets the following criteria: complies, runs without errors, and passes predefined acceptance and regression tests.

         

        Dot Voting

        A system of voting where people receive a certain number of dots to vote on the options provided.

         

        Dynamic Systems Development Model (DSDM)

        A model that provides a comprehensive foundation for planning, managing, executing, and scaling agile and iterative software development projects based on nine principles that involve business needs/value, active user involvement, empowered teams, frequent delivery, integrated testing, and stakeholder collaboration.

         

        Earned Value Management (EVM)

        Earned Value Management, works well at iteration. It is a method to measure and communicate progress and trends at the current stage of the project.

         

        Emergent

        Stories that grow and change overtime as other stories reach completion in the backlog.

         

        Emotional Intelligence

        An individual’s skill to lead and relate to other team members.

         

        Epic Story

        A large story that spans iterations, then disaggregated into smaller stories.

         

        Escaped Defects

        Defects reported after the delivery by the customer.

         

        Expectancy Theory

        An individual chooses to behave in a particular way over other behaviors because of the expected results of the chosen behavior.

         

        Exploratory Testing

        To inquire how software works with the use of test subjects using the software and asking questions about the software.

         

        Extreme Persona

        A team-manufactured persona that exaggerates to induce requirements a standard persona may miss.

         

        eXtreme Programming (XP)

        A methodology in Agile with one-week iterations and paired development.

         

        Feature-Driven Development (FDD)

        A comprehensive model and list of features included in the system before the design work begins.

         

        Feature

        A group of stories that deliver value to the customers.

         

        Feedback

        Information or responses towards a product or project used to make improvements.

         

        Fibonacci Sequence

        A sequence of numbers used in Agile estimating, 0, 1, 2, 3, 5, 8, 13, 20, 40, 100.

         

        Finish Tasks One by One

        Tasks must be finished in all iterations to meet the “Definition of Done” requirements as a way to track progress and allow frequent delivery.

         

        Fishbone Diagram

        A root cause diagram.

         

        Five Whys

        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.

         

        Fixed Time Box

        Assigned tasks prioritized for completion based on an estimated number of days. Top priorities are usually completed first.

         

        Focus

        To stay on task, and is facilitated by the scrum master or coach.

         

        Force Field Analysis

        To analyze forces that encourages or resists change.

         

        Functionality

        An action the customer must see and experience from a system, which will add value to the customer.

         

        Grooming

        To clean up the product backlog by removal of items, disaggregation of items, or estimation of items.

         

        Ground Rules

        Unwritten rules decided and followed by team members.

         

        Herzberg’s Hygiene Theory

        A theory that states factors in the workplace create satisfaction and dissatisfaction in relation to the job.

         

        High-Bandwidth Communication

        Face-to-face communication that also includes non-verbal communication.

         

        High Performing Team

        This team reaches maximum performance by creation of clear, detailed goals, open communication, accountability, empowerment, use of the participatory decision model, and the team consists of twelve dedicated members or less.

         

        Ideal Time

        The amount of time needed to complete an assignment without distractions or interruptions.

         

        Incremental Delivery

        Functionality conveyed in small phases.

         

        Incremental Project Releases

        To build upon the prior release of a goal, outcome, or product, not all requirements are met, but after all releases, the requirements will be met.

         

        Information Radiator

        Artifacts used to help maintain transparency of a project status to team members and stakeholders.

         

        Information Refrigerator

        Information that is not transparent or useful to the team and stakeholders.

         

        Innovation Games

        Practice used to induce requirements from product, owners, users, and stakeholders.

         

        Integrative Negotiation

        To reach an agreement collaboratively that creates more value for both parties by a win-win solution.

         

        Interaction

        Face-to-Face communication

         

        IRR

        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.

         

        Intraspectives

        To inspect within, during a meeting with the Agile team to review practices, usually when a problem or issue occurs.

         

        Intrinsic Schedule Flaw

        Poor estimation that occurs at the beginning of iteration.

         

        INVEST

        The benefits of good user stories, which include: Independent, Negotiable, Valuable, Estimate-able, Small, and Testable.

         

        Iteration

        Work cycle, Scrum uses 2-4 weeks, XP uses 1 week.

         

        Iteration Backlog

        Work to complete in a particular iteration.

         

        Iteration H

        Iteration used to prepare the launch of software, and to test software.

         

        Iteration 0

        Iteration to complete tasks before the development work occurs, for technical and architectural spikes and to gather requirements into the backlog.

         

        Iteration Retrospective

        A meeting used in Scrum, the team discusses ways to improve after work is completed.

         

        Just-In-Time

        Used to minimize inventory cost by materials delivered before they are required.

         

        Kaizen

        Based on Japanese management philosophy, to continue improvement through small releases.

         

        Kanban

        A signal used to advance transparency of work-in-progress, a new task can begin once a previous one is complete.

         

        Kanban Board

        A chart that shows workflow stages to locate work-in-progress.

         

        Kano Analysis

        An analysis of product development and customer satisfaction based on needs fulfilled/not fulfilled vs. satisfaction/dissatisfaction.

         

        Last Responsible Moment

        To make decisions as late as possible in order to preserve all possible options.

         

        Lean Methodology

        To eliminate waste, an Agile method derived from manufacturing.

         

        Little’s Law

        The law that limits work-in-progress efficiently with development of an appropriate cycle time.

         

        Low Performing Team

        This team has a lack of trust, no accountability, fear of conflict, less commitment, and less attention to details and results.

         

        Lean Software Development (LSD)

        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 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.

         

        Maslow’s Hierarchy of Needs

        This theory suggests the interdependent needs (motivators) of people based on five levels in this order: Physiological, Safety & Security, Social, Esteem, and Self-Actualization.

         

        Metaphor

        To explain how a project will be completed successfully to stakeholders by use of real-world examples of systems and components.

         

        Minimal Viable Product (MVP)

        A product with only the essential features delivered to early adopters to receive feedback.

         

        Minimal Marketing Feature (MMF)

        The smallest feature of a product that provides value to the end-user.

         

        Monopoly Money

        To give fake money to business features in order to compare the relative priority of those features.

         

        MoSCoW Analysis

        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.

         

        Negotiation

        To reach an agreement between two or more parties to resolve a conflict.

         

        Negotiable

        Anything opened to discussion.

         

        NPV

        Net Present Value- A value that compares the amount invested today to the present value of future cash receipts from the investment.

         

        Osmotic Communication

        To communicate by sharing an environment.

         

        Pair Programming

        When developers work together in XP Practice

         

        Pareto Principle

        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.

         

        Parking Lot

        A storage place for ideas that distract from the main goal during a meeting.

         

        Participatory Decision Models

        To have stakeholder’s involvement in decision making with techniques such as a simple vote.

         

        Persona

        A depiction of the customer of system with applicable details about usage.

         

        Personnel Loss

        When an employer faces the loss of a human resource through death, injury, or disability of an employee.

         

        Pig

        A committed individual impacted by the outcome.

         

        Plan-Do-Check-Act

        Work cycle in smaller, quick iterations than traditional.

         

        Planning Game

        To prioritize work and estimate effort required by creation of a release plan in XP.

         

        Planning Poker

        A tool used to estimate team effort on user stories.

         

        PMBOK Guide

        A Guide to the Project Management Body of Knowledge

         

        PMI

        Project Management Institute

         

        Positive Value

        To maximize value through incremental work in order to gain competitive advantage.

         

        Pre-Mortem

        Team members asked to define reasons of a project’s failure and to identify causes of failure missed in previous analyses.

         

        Present Value

        A way to calculate the time value of money.

         

        Process Tailoring

        To perfect agile processes for a particular project and environment.

         

        Productivity

        The effectiveness of production, usually measured with output per unit of input.

         

        Productivity Variation

        The difference between the planned and actual performance.

         

        Product Backlog

        The known features for a project.

         

        Product Road Map

        An artifact that displays planned project functionality.

         

        Product Vision

        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.

         

        Product Vision Statement

        A statement that defines the purpose and value of the product.

         

        Programmer

        The role of a team member that writes the code, a role used in XP.

         

        Progressive Elaboration

        An approach for planning that occurs in cycles instead of upfront, which happens frequently.

         

        Project

        An enterprise planned and designed to create a product, service, or result.

         

        PMP

        Project Management Professional credential.

         

        Prototyping

        A model used to perfect requirements.

         

        Qualitative

        Descriptive data used for analysis.

         

        Quality

        The specifications and requirements of product or service measured against the standard product or service in the industry.

         

        Quantitative

        Numerical data used for analysis.

         

        Refactoring

        To adjust working code to improve functionality and conservation.

         

        Relative Prioritization

        A list of all user stories and features ordered by highest priority to the lowest priority.

         

        Relative Sizing

        To estimate the size of a story in comparison with another story.

         

        Release

        Iteration outcomes delivered to customers (end-users).

         

        Release Plan

        A document that describes the timeline of a product release.

         

        Requirements at a High Level

        Requirements are in the form of user stories, and collected at a high level to estimate a budget.

         

        Requirements Prioritization Model

        A model to rate each feature with the calculation of weighted formula defined by the team.

         

        Requirements Review

        To review the requirements so they fulfill the needs and priorities of stakeholders.

         

        ROI

        Return on Investment- The return an organization makes on an investment expressed by a percentage.

         

        Risk

        The uncertainty of an unwanted outcome related to the project.

         

        Risk-Adjusted Backlog

        A product backlog adjusted to help balance the risk and value factors of product.

         

        Risk-Based Spike

        This spike helps the team remove major risks, and if the spike fails every approach possible, the project is defined as “fast failure”.

         

        Risk Burn Down

        A chart that displays risk and success with feature vs. time.

         

        Risk Impact

        To analyze the consequences of the risk if they occur based on their probability.

         

        Risk Probability

        The likelihood that the risk will occur.

         

        Risk Severity

        How much the risk’s consequences will influence the success or failure of a project. Risk Probability (%) x Risk Impact ($) = Risk Severity

         

        Role

        A person’s description that includes their function in an Agile project.

         

        Rolling Wave Planning

        To divide the planning phase into stages.

         

        Root Cause Analysis

        To investigate beyond the symptoms of the problem and to understand the root cause of the problem.

         

        Root Cause Diagram

        A diagram that correlates different factors and the symptom.

         

        Satisfaction

        The feeling of workers when their needs are fulfilled. Known as motivators.

         

        Schedule Performance Index

        The ratio of earned value to planned value. EV/PV=SPI.

         

        Scope Creep

        The uncontrolled changes or growth in a project’s scope which goes beyond the initial agreement.

         

        Scrum

        A popular Agile methodology.

         

        Scrum of Scrums

        Meetings used to organize large projects with scrum masters from different teams.

         

        Scum Master

        The leader that helps the team to follow Scrum methodology.

         

        Software Development Life Cycle (SDLC)

        This cycle tends to be long and requires a lot of advanced planning.

         

        Self-Directing Team

        This team has the capability to make their own decisions, empowerment, mutual accountability, and collective ownership of a project, which leads them to be more productive and efficient.

         

        Self-Organizing Team

        Naturally formed teams that interact with minimal management supervision.

         

        Servant Leadership

        Leaders collaborate with the team and do anything the team does when needed.

         

        Shu-Ha-Ri Model

        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.

         

        Silo

        Work that is isolated.

         

        Social Media-Based Communication

        Communication used conveniently to receive instant feedback, ideas, and requirements from a particular community.

         

        Special Cause

        A cause that occurs once because of special reasons.

         

        Specification Breakdown

        This occurs when requirements for the specification are incomplete or conflicting.

         

        Spike

        An experiment that helps a team answer, a particular question and determine future actions.

         

        Sprint

        A consistent iteration that lasts from one week to one month in order to measure velocity in Scrum.

         

        Sprint Plan

        A document that explains sprint goals, tasks, and requirements and how the tasks will reach completion.

         

        Sprint Retrospective

        A team-member meeting that occurs after each sprint to evaluate the product and process to improve efficiency and effectiveness.

         

        Sprint Review

        A meeting that occurs after each sprint to show the product or process to stakeholders for approval and to receive feedback.

         

        Stakeholder

        An individual with an interest in the outcome.

         

        Stakeholder Management

        To ensure stakeholders remain informed and that the achievement of their needs are met.

         

        Standardized Test

        A curved test used to measure knowledge and understanding, but constructed so the same test-taker will perform similarly each time.

         

        Story Card

        An index card that displays the user story.

         

        Story Map

        A prioritization tool that backlogged stories made smaller and organized by user functionality.

         

        Story Point

        A unit of measurement to estimate the difficulty of a user story.

         

        Sustainability

        A maintainable pace of work that is intense yet steady.

         

        Swarming

        When the team collaborates to focus on a single user story.

         

        Tabaka’s Model

        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.

         

        Tasks

        The smaller jobs to fulfill a user story, usually divided among team members.

         

        Team

        A group of individuals charged with the responsibility of delivery and value of a project.

         

        Teamwork

        Team members function in a way that is collaborative to complete tasks and reach a common goal, mostly achieved with strong communication.

         

        Team Empowerment

        A team that is empowered has collaboration, responsibility, and self-sufficiency.

         

        Team Formation

        Formation happens when a team creates ground rules and processes to build bonds and shared goals.

         

        Team Participation

        When the team discusses the requirements that will fulfill the customer’s needs.

         

        Team Space

        An area for team members to collocate, usually a physical location, in some cases a virtual location is created.

         

        Team Velocity

        The number of story points completed during iteration, and used to determine the planned capacity.

         

        Technical Debt

        Technical decisions a team chooses to not implement currently, but must do so or face difficulty in the future.

         

        Test-Driven Development (TDD)

        A written acceptance test for a module with the code built to pass the tests in order to ensure correct performance.

         

        Tester

        Explains acceptance test to the customers then consistently measures the product against the test and records results for the team. (XP Role)

         

        Theme

        A group of stories, iteration, or release’s idea determined by the customer and the team agrees with the idea.

         

        Time-boxing

        To set a fixed delivery date for a project or release.

         

        Tracker

        A role in XP that measures the team’s progress, and communicates the measurements to the team.

         

        Traditional Management

        A top-down approach that consists of long cycles, heavy planning, and minimal customer involvement.

         

        Transparency

        To show everyone’s involvement and progress to the entire team.

         

        Trend Analysis

        This analysis provides trends that will occur in the future to help control and implement continuous improvement.

         

        Two-Way Communication

        To allow communication between parties so their concerns and perspectives are given for effective feedback.

         

        Unit Testing

        These tests are used for continuous feedback to achieve quality improvement and assurance.

         

        Usability Testing

        An exploratory test which uses a test subject to understand the usability of software.

         

        Users Involvement

        The active involvement of users in the development cycle of a project so team members can receive feedback about the user’s requirements.

         

        User Story

        At least one business requirement that increases the value for the user.

         

        Validation

        The way to make sure that the product is acceptable to the customer.

         

        Value

        The worth of a product, project, or service.

         

        Value-Based Prioritization

        To allow the PO or customer determine which function to implement first based on the value it delivers.

         

        Value-Driven Delivery

        To realize the values needed to deliver a project.

         

        Value Stream Mapping

        A tool used to analyze a chain of processes with the desired outcome of eliminating waste.

         

        Variance

        The measurement of how far apart data is from each other.

         

        Velocity

        The total number of features that a team delivers in iteration.

         

        Verification

        To ensure the product meets requirements and specifications.

         

        Virtual Team

        A geographically distributed group that does not meet physically.

         

        Visibility

        The team’s work and progress must be transparent to all stakeholders.

         

        War Room

        A space where the team can work and collaborate effectively.

         

        Waterfall

        Resistant to change that requires heavy planning and sequential, traditional approach.

         

        Wide-Band Delphi Estimating

        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.

         

        WIP Limits

        To limit work-in-progress so a team can do the following: maintain focus on completing work, maintaining quality, and delivering value.

         

        Wireframe

        A lightweight non-functional UI design that shows the customer the vital elements and how they will interact before coding.

         

        WIP

        Work-In-Progress- Stories that have started, which are displayed in workflows to show progress and what still needs to be completed.

         

        Workflow

        A series of phases or stages the team has agreed to execute for a project.

         

        100-Point Method

        A method that allows customers to score (total 100 points) different features of a product.


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