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At a Glance; Contents; About the Author; Acknowledgments; Foreword; Introduction; Chapter 1: Domain I: Agile Principles and Mindset; 1.1 What Is Agile?; 1.2 History of Agile; 1.3 The Agile Manifesto; 1.3.1 Four Core Values of the Agile Manifesto; 1.3.2 The Agile Manifesto Explained; 1.3.2.1 Individuals and Interactions over Processes and Tools; 1.3.2.2 Working Software over Comprehensive Documentation; 1.3.2.3 Customer Collaboration over Contract Negotiation; 1.3.2.4 Responding to Change over Following a Plan; 1.4 The Twelve Agile Principles; 1.5 The Declaration of Interdependence

1.6 Comparison between Waterfall and Agile Methods1.6.1 Waterfall Method; 1.6.1.1 Application of Waterfall Method; 1.6.1.2 Limitations of Waterfall Method; 1.6.2 Agile Methods; 1.6.2.1 Application of Agile Methods; 1.6.2.2 Benefits of Using Agile; 1.6.2.3 Limitations of Agile Methods; 1.6.3 The Comparison
Traditional vs. Agile Project Management; 1.7 Focus Areas for the Exam; Quizzes; Answers; Chapter 2: Domain I Continued: Agile Methodologies; 2.1 Generic Flavor of Agile; 2.2 Scrum; 2.2.1 Origin of Scrum; 2.2.2 Pillars of Scrum; 2.2.2.1 Transparency; 2.2.2.2 Inspection; 2.2.2.3 Adaptation

2.2.3 Characteristics of Scrum2.2.4 Scrum Roles; 2.2.4.1 Product Owner (PO); 2.2.4.2 Scrum Master; 2.2.4.3 Development Team; 2.2.5 Scrum Ceremonies; 2.2.5.1 Sprint Planning; 2.2.5.2 Daily Scrum Meeting; 2.2.5.3 Sprint Review; 2.2.5.4 Sprint Retrospective; 2.2.6 Scrum Artifacts; 2.2.6.1 Product Backlog; 2.2.6.2 Sprint Backlog; 2.2.6.3 Definition of Done; 2.2.6.4 Product Increment; 2.2.6.5 Burndown Charts; 2.2.7 Further Discussion on Scrum; 2.2.7.1 Difference between a Project Manager and Scrum Master; 2.2.7.2 Scaling Scrum; 2.3 Extreme Programming (XP); 2.3.1 Core Values in Extreme Programming

2.3.1.1 Communication2.3.1.2 Simplicity; 2.3.1.3 Feedback; 2.3.1.4 Courage; 2.3.1.5 Respect; 2.3.2 XP Roles; 2.3.2.1 The Whole Team; 2.3.2.2 XP Coach; 2.3.2.3 On-Site Customers; 2.3.2.4 Programmer; 2.3.2.5 Testers; 2.3.2.6 XP Tracker; 2.3.2.7 Sponsor; 2.3.3 Core XP Practices; 2.3.3.1 Planning Game; 2.3.3.2 Simple Design; 2.3.3.3 Test-Driven Development (TDD); 2.3.3.4 Coding Standards; 2.3.3.5 Refactoring; 2.3.3.6 Pair Programming; 2.3.3.7 Collective Code Ownership; 2.3.3.8 Continuous Integration; 2.3.3.9 Small Releases; 2.3.3.10 System Metaphor; 2.3.3.11 On-Site Customer

2.3.3.12 Sustainable Pace2.3.4 XP Success Factors; 2.4 Lean; 2.4.1 Origin of Lean; 2.4.2 Seven Forms of Waste; 2.4.3 Lean 5S Tool for Improvement; 2.4.4 Principles of Lean Thinking; 2.4.4.1 Eliminate Waste; 2.4.4.2 Amplify Learning; 2.4.4.3 Decide as Late as Possible; 2.4.4.4 Deliver as Fast as Possible; 2.4.4.5 Empower the Team; 2.4.4.6 Build Integrity In; 2.4.4.7 Optimize the Whole; 2.5 Kanban; 2.5.1 What Is Kanban?; 2.5.2 Principles in Kanban; 2.5.2.1 Visualize Work; 2.5.2.2 Limit WIP; 2.5.2.3 Manage Workflow; 2.5.2.4 Make Process Policies Explicit; 2.5.2.5 Implement Feedback Loops

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