978-0133546231 Appendix B Part 3

subject Type Homework Help
subject Pages 8
subject Words 2161
subject Authors Joey F. George, Joseph S. Valacich

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78) Planning Game players include:
A) business and development.
B) facilitators, business, and development.
C) scribes, sponsors, and business.
D) development and scribes.
E) sponsors and development.
Classification: Concept
79) In the Planning Game, which of the following refers to the customer who knows the
processes to be supported by the system being developed?
A) Facilitator
B) Business
C) Development
D) Sponsor
E) Scribe
Classification: Concept
80) In the Planning Game, which of the following refers to the individuals who are actually
designing and constructing the system?
A) Facilitator
B) Business
C) Development
D) Constructor
E) Scribe
Classification: Concept
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81) In the Planning Game, which of the following are cards that contain a description of a
procedure or feature to be included in the system?
A) Specification Cards
B) Requirements Cards
C) Design Cards
D) Story Cards
E) Reference Cards
Classification: Concept
82) Exploration, commitment, and steering are phases associated with:
A) RAD.
B) JAD.
C) Structured Analysis.
D) RUP.
E) Planning Game.
Classification: Concept
83) The three phases associated with the Planning game include:
A) exploration, commitment, and steering.
B) exploration, initiation, and design.
C) initiation, analysis, and design.
D) analysis, design, and implementation.
E) exploration, design, and implementation.
Classification: Concept
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84) During Agile Usage-Centered Design, which of the following allows individuals to get their
complaints out in the open?
A) Current system review session
B) Venting session
C) The use of 3 × 5 cards
D) JAD session
E) Refactoring session
Classification: Concept
85) During the Planning Game's exploration phase:
A) business sorts Story Cards based on feature requirements.
B) business creates a Story Card for something it wants the new system to do.
C) development sorts the Story Cards based on risk.
D) programmers convert Story Cards into Task Cards.
E) programmers accept responsibility for tasks and balance their workloads.
Classification: Concept
86) During Agile Usage-Centered Design, when a "clump" of similar cards is worked with; this
is called:
A) task model.
B) role model.
C) interaction context.
D) requirements model.
E) design model.
Classification: Concept
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87) During the Planning Game's commitment phase:
A) business sorts the Story Cards based on feature requirements.
B) business creates a Story Card for something it wants the new system to do.
C) development sorts the Story Cards based on risk.
D) programmers convert Story Cards into Task Cards.
E) programmers accept responsibility for tasks and balance their workloads.
Classification: Concept
88) During the Planning Game's steering phase:
A) business sorts the Story Cards based on feature requirements.
B) business creates a Story Card for something it wants the new system to do.
C) developments sorts the Story Cards based on risk.
D) business sees how the development process is progressing and works with Development to
adjust the plan accordingly.
E) programmers accept responsibility for tasks and balance their workloads.
Classification: Concept
89) The Iteration Planning Game is played by:
A) business and development.
B) facilitators.
C) scribes.
D) sponsors.
E) programmers.
Classification: Concept
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90) During the Iteration Planning Game, programmers prepare:
A) Task Cards.
B) Story Cards.
C) Pseudocode Cards.
D) Structured English.
E) Structure Charts.
Classification: Concept
91) The Iteration Planning Game consists of:
A) exploration, commitment, and steering.
B) exploration, initiation, and design.
C) initiation, analysis, and design.
D) analysis, design, and implementation.
E) exploration, design, and implementation.
Classification: Concept
92) During the Iteration Planning Game's exploration phase:
A) business sorts the Story Cards based on feature requirements.
B) business creates a Story Card for something it wants the new system to do.
C) programmers convert Story Cards into Task Cards.
D) business sees how the development process is progressing and works with Development to
adjust the plan accordingly.
E) programmers accept responsibility for tasks and balance their workloads.
Classification: Concept
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93) During the Iteration Planning Game's commitment phase:
A) business sorts the Story Cards based on feature requirements.
B) business creates a Story Card for something it wants the new system to do.
C) programmers convert Story Cards into Task Cards.
D) business sees how the development process is progressing and works with Development to
adjust the plan accordingly.
E) programmers accept responsibility for tasks and balance their workloads.
Classification: Concept
94) During the Iteration Planning Game's steering phase:
A) programmers write the code for a feature, test it, and if it works, they integrate the feature into
the product being developed.
B) business creates a Story Card for something it wants the new system to do.
C) programmers convert Story Cards into Task Cards.
D) business sees how the development process is progressing and works with Development to
adjust the plan accordingly.
E) programmers accept responsibility for tasks and balance their workloads.
Classification: Concept
95) Creating uncomplicated software and software components that work to solve the current
problem rather than creating complicated software designed for a future that may not come best
defines:
A) simple design.
B) refactoring.
C) activation.
D) normalization.
E) logic modeling.
Classification: Concept
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96) Making a program simpler after adding a new feature best defines:
A) simple design.
B) refactoring.
C) activation.
D) normalization.
E) logic modeling.
Classification: Concept
97) According to the Manifesto for Agile Software Development, identify four things the
anarchists value.
Classification: Synthesis
98) What is meant by Agile Methodologies? Identify the three key principles that the Agile
Methodologies share.
Classification: Synthesis
99) Identify four advantages to using pair programming.
Classification: Synthesis
100) Identify and briefly describe two techniques used by eXtreme Programming to continually
improve the quality of the design.
Classification: Synthesis
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101) Briefly describe the Agile Usage-Centered Design.
Classification: Synthesis
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