An iterative and incremental development framework that involves four
stages: inception, elaboration, construction, and transition.
A test that verifi es the correctness of a specifi c piece of code.
See Unifi ed Process .
A description of a series of interactions between actors. The actors can be users or
parts of the application. A simple template might include a title, main success scenario, and extensions (other variations on the scenario).
In UML, a diagram that represents a user’s interaction with the system. Use case diagrams show stick fi gures representing actors (someone or something that performs
a task) connected to tasks represented by ellipses.
These describe how the project will be used by the eventual end users.
user story A short story explaining how the system will let the user do something.
In Scrum, the amount of work the team can perform during a sprint, usually
measured in story points per sprint.
Managing the versions of items produced by the project such
as requirements documents, designs, and, of course, source code. You should be able to
retrieve any earlier version of those items if necessary. Also called version tracking, change management, and change tracking.
See version management.
A prototype that has little breadth but great depth.
Someone who has a clear vision about what the application should do.
Basically, a waterfall model that’s been bent into a V shape to emphasize that each
task on the left side of the V corresponds to a task on the right side.
A predictive development where each project phase flows into the next.
A variation on the waterfall model where each phase is allowed to
feed information back to the preceding phase.
A service that provides a standardized web‐based interface so that it is easy to
invoke over the Internet.
A test designed by someone who knows how the code works internally. That
person can guess where problems may lie and create tests specifi cally to look for those problems.
See work in progress .
The work being done at a given moment, particularly in a Kanban
project.
See functional prototype .
Someone who plans, runs, and encourages participation at workshops,particularly DSDM workshops.
See E xtreme Programming.