[A][B][C][D][E][F][G][H][I][J][K][L][M][N][O][P][Q][R][S][T][U][V][W][X]
A-team
A/B testing
abandoned ideas, as metric
Accept column
acceptance testing
accountability
Agile Adoption Patterns: A Roadmap to Organizational Success
Agile Manifesto
Agile Retrospectives
Agile software development
Agile42
AgileZen
Analyze column
Anderson, David J.
Andon boards
animals as avatars
annotating cards
Aptitud
balancing flow speed and work items
batches, working with smaller
BDD (behavior-driven development)
Bellware, Scott
big daily
boredom
bugs
giving precedence to
types of work items
business impact, 2nd
call centers
cartoons on cards
celebrations
frequent flyer miles
WIP limit
CFD (cumulative flow diagram)
data needed for
drawing diagram
overview
reading diagram
charts.
See diagrams.
Coaching Kata
Cockburn, Alistair
coin flipping game.
See also Pass the Pennies.
component teams
constraints.
See also Theory of Constraints.
context switching
effects of excess WIP
wastes in software development
continuous improvement
continuous integration
converting story points
CONWIP
coordination cost
core practices
cost, balancing with scope and time
counting down as progress
cumulative flow diagram.
See CFD.
current situation
customers
defining
favoring some over others
importance of in planning
promoting preferences on work items
value and
Daily Kata
daily standup
best practices
focused
on time
regular
short length, 2nd
blocked items
focusing on smells
focusing on work instead of people
multiteams
prioritization
simplifying visualizations
spontaneous kaizen
walking board
work not displayed on board
dates, as workflow metric
days, avoiding use of in estimates
debt, technical
decisions, facilitating using cards
defects
Defects class
delays
effects of excess WIP
wastes in software development
design principles for cards
Development column
discarded ideas, as metric
analyzing
capturing
overview
discussion, as goal of estimation
Disneyland wait times
double bookkeeping
downstream
drawings on cards
Drive: The Surprising Truth About What Motivates Us
due date performance
analyzing
capturing
overview
visualizing
electronic cards and tools, 2nd
emotional data
empty wall space
entry/exit criteria for queues
estimated data, vs. real data
estimating
defined
need for diminishes
No Estimates movement
story points
advantages of
disadvantages of
overview
techniques
Goldilocks
line of cards
Planning Poker
using t-shirt sizes.
See also planning.
event-driven planning
events
order point as
planning prompted by
excess WIP, effects of
context switching
delays cause extra work
motivation lost
overhead increases
quality lowered
risk increases
expedite items
explicit policies
Extreme Programming.
See XP.
Facebook
feature requests
feature teams
feedback loops
Fibonacci series
FIFO (First In, First Out), 2nd
finishing work in process
fist of five voting
Five Focusing Steps
five whys
Fixed Delivery Date class
Flip the Chip.
See Pass the Pennies.
Forss, Håkan
Freedom from Command and Control
frequent flyer miles
Gantt chart
GitHub
Goldilocks technique
Google Analytics
Google Tag Manager
Google time
groups, estimating in
Gyllebring, Torbjörn
handoffs
hidden work
discovering
visualizing
hours, avoiding use of in estimates
HuBoard
icons
Impact Mapping
implementation process
Implementing Lean Software Development: From Concept to Cash
Improvement Kata
Increasingly Urgent class
index cards
information refrigerators
Intangible class
iron triangle
issues.
See blocked work items.
iterations
JIRA
JIRA Agile
just-in-time concept, 2nd
kaizen
Kanbanery
KanbanFlow
Kanbanize
kata.
See also Kanban Kata.
KPIs (key performance indicators)
Law of Average Averages
law of diminishing returns
laziness
Lean, 2nd
Lean Software Development: An Agile Toolkit
LeanKit Kanban
length of daily standup
limiting WIP, 2nd
advantages of
based on columns
for entire board
avoiding idle time
experimenting with
one vs. two per team member
flow and
implementation process
lower better than higher
people idle vs. work idle
people-based limits
picking a column
pitfall of not using
principle of kanban
priority filters
queues and
setting limits
one is not answer
stop starting, start finishing
starting from bottleneck
by story points
swarming technique
using avatars
work items vs. tasks
line of cards estimating technique
Little’s law, 3rd
context switching
Dot Game
lower control limit
maintenance items
mapping workflow, 2nd
meta-process
metro vs. train
miscellaneous classification
mob programming
Monte Carlo simulation
motivation
multitasking
multiteam daily standups
#NoEstimates
non-value-added wastes
NPS (net promoter score)
one-piece continuous flow
online tools
Optimizely
optimizing locally
order points
overhead
overload of information
pair programming, 2nd
parking lot for blocked items
partially done work
participation in meetings
Pass the Pennies game
benefits
how to play
overview
questions for discussion
requirements
tips
pattern-matching using avatars
PDCA (Plan-Do-Check-Act)
peer pressure
people idle vs. work idle
people-based limits
physical vs. electronic cards
pictures on cards
pitfalls
boredom
cadences, creating for celebration
frequent flyer miles
WIP limit
creating revolution
laziness
timeboxes
WIP limits, not using
Plan-Do-Check-Act.
See PDCA.
Planning Poker technique
policies, making explicit
Pomodoro
positive peer pressure
predicting wait times
principles of kanban
priority filters
proactive work
process policies
process smells
procrastination of intangible items
prominently displaying information
pull principle
pulling work
Rational Unified Process.
See RUP.
reactive work
real data vs. estimated data
Refactoring: Improving the Design of Existing Code
Regular class
regularity of daily standup
Reinertsen, Don
relative estimates
relearning
reporting progress
resource utilization, 2nd
Retrospective Handbook, The
return of time invested.
See ROTI.
revolution needed to introduce kanban
rework, avoiding
risk-management information
roles
ROTI (return of time invested)
RUP (Rational Unified Process), 2nd
scheduling.
See also planning.
Schwaber, Ken
scientific method
scope, balancing
Scrum, 2nd, 3rd, 4th
sprints, 2nd
story points
switching from
transitioning from
ScrumBan
sense of ownership
service-level agreement.
See SLA.
7 Habits of Highly Effective People, The
sigma
signals, visual, 2nd
simplifying classes of service
SLA (service-level agreement)
designing classes of service
due date performance metric
as target
small batches
source of demand
specification by example, 2nd
specifications not implemented
spontaneous kaizen
Spotify, 2nd
sprints, 2nd
stickers
stop starting, start finishing, 2nd, 3rd
stop-the-line cord
swarming technique, 2nd, 3rd
swim lanes, 2nd
synchronizing multiple teams
t-shirt sizes
Tame the Flow
tasks
non-recorded
reserving for when blocked
vs. work items
TDD (test-driven development), 2nd, 3rd
Team Foundation Service.
See TFS.
Team Kanbaneros
technical debt
technical gold cards
test-driven development.
See TDD.
testers
Testing column
TFS (Team Foundation Service)
Theory of Constraints
five focusing steps, 2nd
managing bottlenecks
teaching with Bottleneck Game
theory of variation
timeboxes, 2nd, 3rd, 4th
timespans for due date performance
Todo column
tools
Toyota Kata
tracking blockers
tracking IDs
train vs. metro
transparency, visualization and
Trello
trends
triggering discussions
triple constraints
Twitter
unit testing
untested code
upper control limit
upstream, 2nd
Urgent class
avoiding overuse
overview
promoting fixed date items to
user story description type
valuable information only, on board
value, for customer
voting with fist of five
wait times
making visible
predicting
reducing
ensuring work is ready
overview
size of work items
walking board
wall space
waste
eliminating
obsessing about
in software development
Wild Ass Guess.
See WAG.
WIP (work in process)
balancing flow and idle time
cadences for celebrations
defined
effects of excess
context switching
delays cause extra work
motivation lost
overhead increases
quality lowered
risk increases
expedite items
finishing
lead time and
limiting
based on columns
for entire board
flow and
lower better than higher
no limit is not answer
people idle vs. work idle
people-based limits
picking a column
pitfall of not using
principle of kanban
priority filters
queues and
setting limits
starting from
bottleneck
by story points
swarming technique
using avatars
work items vs. tasks
Little’s law
software development
code not in production
code not integrated
specifications not implemented yet
untested code
work idle vs. people idle