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-<h1 id="q1.-software-process-model---waterfall">Q1. Software Process Model - Waterfall</h1>
-
-<h2 id="what-is-software-engineering-a-response-to">What is software engineering a response to?</h2>
-
-<ul>
-<li>Increasing system complexity.</li>
-<li>Failure to use software engineering methods.</li>
-</ul>
-
-<p>There are no universal notations, methods or techniques for software engineering.
-This is because different types of software require different approaches.</p>
-
-<p>There are cases where software projects or software can fail.</p>
-
-<h3 id="increasing-system-complexity">Increasing system complexity</h3>
-
-<p>As new software technology helps us to build bigger, more complicated systems, the requirements change.</p>
-
-<p>Systems need to be developed and delivered faster meaning more complicated systems are required.
-This means more requirements for the systems.</p>
-
-<h3 id="failure-to-use-software-engineering-methods">Failure to use software engineering methods</h3>
-
-<p>It is easy to develop programs without using software engineering techniques&#8230; BUT
-This can result in more expensive software development and less reliable, readable systems.
-To solve this issue, more education and training is required on these techniques.</p>
-
-<h2 id="software-engineering-process-activities">Software engineering process activities</h2>
-
-<h3 id="software-specification">Software specification</h3>
-
-<p>This is where the clients and the developers define the software that should be produced.
-This is where the software is limited in terms of what is should be.</p>
-
-<h3 id="software-development">Software development</h3>
-
-<p>This is where the software is designed and programmed.</p>
-
-<h3 id="software-validation">Software validation</h3>
-
-<p>This step ensures that the software does what the client requested.</p>
-
-<h3 id="software-evolution">Software evolution</h3>
-
-<p>When software is modified to meet client&#8217;s or the market&#8217;s new requirements.</p>
-
-<h2 id="what-is-a-software-process-model">What is a software process model</h2>
-
-<p>A software process model is a set or related activities that leads to a software product.
-An abstract descriptions of high level software processes.
-These can be used to explain different approaches to software development.
-These can be interpreted as frameworks that can be expanded and personalized to create more specific software engineering processes.</p>
-
-<h3 id="waterfall-model">Waterfall model</h3>
-
-<p>The model takes the fundamental software process activities.
-Seperate process phases:
-- Requirement specification
-- Software design
-- Implementation
-- Test</p>
-
-<h3 id="incrementaliterative-development">Incremental&#47;iterative development</h3>
-
-<p>This approach combines the activities with specification, development and validation.
-The system is developed in a series of versions (increments)
-Each version adds some functionality on top of the previous version.</p>
-
-<h3 id="integration-and-configuration">Integration and configuration</h3>
-
-<p>This approach depends on the availability of reusable components or systems.
-The systemdevelopment process focuses on configuring these components to be used in new contexts and integrate them with the system.
-This lets you reuse code from previous projects and save time and money.</p>
-
-<h2 id="waterfall-model-1">Waterfall model</h2>
-
-<p>Activities are done in a sequence.
-Handover of workproducts between phases and milestones are used to monitor progress.
-Waterfall model is an example of a plan-driven process.
-You are supposed to have all of the process activities and phases planned out before you start development.
-The phases in the model directly reflect the fundamental development activities.</p>
-
-<h3 id="requirements-analysis-and-definition">Requirements analysis and definition</h3>
-
-<p>The systems services, limits and goal and made concrete through consulting with the users.
-They are then defined in detail and are used as the system specification.</p>
-
-<h3 id="system-and-software-design">System and software design</h3>
-
-<p>The overall system architecture is established in this phase.
-Identify and describe the fundamental system abstractions and their relations (UML)</p>
-
-<h3 id="implementation-and-unit-testing">Implementation and unit testing</h3>
-
-<p>The design is implemented in the indivivual program parts.
-The design is tested to verify that it meets the specification.</p>
-
-<h3 id="integration-and-system-testing">Integration and system testing</h3>
-
-<p>The individual program parts are integrated and the whole system it tested.
-The software is delivered to the client.</p>
-
-<h3 id="operation-and-maintenance">Operation and maintenance</h3>
-
-<p>The system is now installed and in use.
-The system is maintained to any issuse that weren&#8217;t found earlier.
-The system is improved over time.</p>
-
-<h2 id="when-should-you-consider-using-waterfall">When should you consider using waterfall?</h2>
-
-<p>For software that needs to be flexible while it is being developed.</p>
-
-<h3 id="embedded-systems">Embedded systems</h3>
-
-<p>The software must interface with hardware.
-In this case the hardware is not flexible, thus the software must be.</p>
-
-<h3 id="critical-systems">Critical systems</h3>
-
-<p>When total security is a requirement of the specification and design.
-These systems must have finite specifications and design documents.</p>
-
-<h3 id="large-software-systems">Large software systems</h3>
-
-<p>Part of a larger system being developed by several parties.
-This makes finite specifications extremely necessary.</p>
-
-<h2 id="how-can-i-decide-on-waterfall---analyse-home-ground">How can I decide on waterfall? - analyse home ground</h2>
-
-<p>When one phase ends another begins.
-Steps come ordered and don&#8217;t allow for going back and redoing parts. (waterfall flows only down)
-When the requirements are mostly unchanging.</p>
-
-<h3 id="plan-driven-versus-agile-processes">Plan driven versus agile processes?</h3>
-
-<p>Activities in sequence versus all activities at the same time.
-Agile development is very flexible and the requirements may be constantly changing. </p>
-
-<h2 id="incremental-model">Incremental model</h2>
-
-<p>You can iterate within increments and the increments can be planned.
-You work within fixed time slots and update the project backlog continuously.
-Incremental is an agile process, where you end with multiple versions that you can show the clients as the project progresses.
-This allows for the client to come with feedback along the way.</p>
-
-<h2 id="integration-and-configuration-1">Integration and configuration</h2>
-
-<p>Development risk is reduced by reuse but there is the risk of not being able to make the desired changes at all or in the time frame.
-Most projects have some level of code reuse.
-This is often informal.
-This reuse requires looking for the existing code, changing them to meet the requirements and integrating them with the new code.</p>
-
-<h1 id="q2.-software-process-model---incrementaliterative">Q2. Software Process Model - Incremental&#47;iterative</h1>
-
-<p>The incremental development is based on the idea that:
-1. Develop in prototypes.
-2. Get feedback from the users and others.
-3. Develop over multiple versions until the required system is produced.</p>
-
-<p>Incremental development is the most common approach to developing applications and software. </p>
-
-<h2 id="can-it-be-both-plandriven-and-agile">Can it be both plandriven and agile?</h2>
-
-<p>Yes, it can be either one or a mix of both.</p>
-
-<h3 id="plan-driven-approach">Plan-driven approach</h3>
-
-<p>Identify the system increments in advance.
-A predictable waterfall plan is split into parts.</p>
-
-<h3 id="agile-approach">Agile approach</h3>
-
-<p>The early increments are identified.
-The later increments depend on progress and the clients priorities.
-You work in fixed timeframes and update the full project backlog as you go.</p>
-
-<h3 id="agile-manifest-balancemix">Agile-manifest (balance&#47;mix)</h3>
-
-<p>Focus on the individuals and teamwork rather than the processes and tools.
-Good software comes before comprehensive documentation.
-Work with the client instead of using contract work.
-Deal with changes instead of sticking to the plan.</p>
-
-<h2 id="what-are-advantages-of-incremental">What are advantages of incremental?</h2>
-
-<ol>
-<li><p>Development costs are reduced
-The amount of analysis and documentation that has to be redone is much less than waterfall.</p></li>
-<li><p>It is easier to get client feedback
-The clients can comment on demonstrations of the different versions and see the progress.</p></li>
-<li><p>Earlier delivery of new software
-New features can be made available even if they are not fully completed.</p></li>
-</ol>
-
-<h2 id="what-disadvantages-are-there">What disadvantages are there?</h2>
-
-<ol>
-<li><p>The project is not visible
-Managers can have difficulty measuring progress.
-It would be a waste of resources to produce documents that reflect the different versions.</p></li>
-<li><p>The system structure can get messy over time
-Changes lead to messy code.
-It gets increasingly difficult to add new functions to a system.
-Large, complex systems with large teams struggle with incremental for this reason.
-Large systems need a stable architecture.
-Responsibility of the different teams needs to be clear with respect to this architecture.
-This has to be done in advance.</p></li>
-</ol>
-
-<h1 id="q3.-software-process-model---integration-and-configuration">Q3. Software Process Model - Integration and configuration</h1>
-
-<h2 id="what-are-the-phases">What are the phases?</h2>
-
-<h3 id="requirements-specification">Requirements specification</h3>
-
-<p>The inital requirements are suggested
-They don&#8217;t need to be developed in more detail.
-They should include short descriptions of important requirements and desired functionality.</p>
-
-<h3 id="software-discovery-and-evaluation">Software discovery and evaluation</h3>
-
-<p>With the overview of the requirements, components are searched for that provide the necessary functionality.</p>
-
-<h3 id="requirements-refinement">Requirements refinement</h3>
-
-<p>The requirements are polished with the knowledge of the reusable components that were found.</p>
-
-<h3 id="application-system-configuration">Application system configuration</h3>
-
-<p>If an application that meets the requirements is available, it is configured for use in the new system.</p>
-
-<h2 id="advantagesdisadvantages">Advantages&#47;disadvantages</h2>
-
-<p>This model reduces the amount of software that must be developed.
-This in turn, reduces the costs and risks.</p>
-
-<p>You usually don&#8217;t have control of the software that is being reused.
-This can include for example how and when new version are released and how the functionality is changed.</p>
-
-<h1 id="q4.-comparison-of-plandriven-and-agile-including-homeground">Q4. Comparison of plandriven and agile including Homeground</h1>
-
-<h2 id="what-is-the-difference-between-plandriven-and-agile">What is the difference between plandriven and agile?</h2>
-
-<h3 id="plandriven">Plandriven</h3>
-
-<p>Plandriven means the desired result can be predicted.
-Plandriven = waterfall.
-Plandriven is an approach where the development process is planned in detail.
-A project plan is created that registers the work that needs to done, who should do it the development plan and the work tools.
-Managers use this plan to support project decisions and as a way to measure progress.
-This is a traditional approach to software development.</p>
-
-<h3 id="agile">Agile</h3>
-
-<p>Agile expects changes and frequent user inspection to get the best results.
-Agile = Iterative, more detailed Scrum and XP
-Agile methods are iterative, the software is developed and delivered in stages.
-These versions are not planned in advance but are chosen underway.
-Decisions on what should be included in a version depend on the clients priorities.</p>
-
-<h2 id="how-does-bhmturner-define-primary-factors">How does Böhm&#47;Turner define primary factors?</h2>
-
-<h3 id="application">Application</h3>
-
-<h4 id="agile-1">Agile</h4>
-
-<p>Goal: to handle changes in the project.
-Small teams.
-Environment is turbulent and fast-paced, project focused.</p>
-
-<h4 id="plandriven-1">Plandriven</h4>
-
-<p>Goal: predictability, stability and security.
-Larger teams and projects.
-Environment: stable, few changes, organisation focused.</p>
-
-<h3 id="management-onsite-qualitative-control-tacit-knowledge">Management (onsite, qualitative control, tacit knowledge)</h3>
-
-<h4 id="agile-2">Agile</h4>
-
-<p>Customer relations: dedicated clients on site, focused on prioritised changes
-Planning and control: qualitative control. Who and how doensn&#8217;t matter as long as it gets done.
-Communications: Tacit knowledge. People do things without needing much explanation or discussion.</p>
-
-<h4 id="plan-driven">Plan-driven</h4>
-
-<p>Customer relations: More formal and infrequent. Focused on contract decisions.
-Planning and control: Documented plans, quantitative control. It is important to know who does what.
-Communications: Explicit. Plans must be discussed and verbalized and shared with the others.</p>
-
-<h3 id="technical">Technical</h3>
-
-<h4 id="agile-3">Agile</h4>
-
-<p>Requirements: can withstand unpredictability.
-Development: simple design, small increments, refactoring is assumed to be cheap.
-Test: Test cases define the requirements.</p>
-
-<h4 id="plan-driven-1">Plan-driven</h4>
-
-<p>Requirements: Formal project, user interface, quality, predictable requirements.
-Development: Comprehensive design, larger intervals, refactoring is costly.
-Test: Documented testplans and procedures.</p>
-
-<h3 id="people">People</h3>
-
-<p>Cockburn characteristics can describe a programmers personality.
-One type may be more favourable than another depending on agile&#47;plan-driven approach. </p>
-
-<h2 id="5-axis-on-the-home-ground-decision-tool">5 axis on the Home Ground Decision tool</h2>
-
-<ul>
-<li>Criticality: impact of defects</li>
-<li>Personell: average cockburn type</li>
-<li>Dynamism: % requirement change per month</li>
-<li>Culture: % thriving on chaos vs. order</li>
-<li>Size: # of personnel</li>
-</ul>
-
-<h2 id="what-is-continuous-integration-and-how-does-it-relate-to-agile">What is continuous integration and how does it relate to agile?</h2>
-
-<p>As soon as the work on a task is complete, it is integrated into the whole system.
-After such integration, all the unit tests must pass.
-Continuous integration uses tools to automate the process.
-Depends on unit tests.
-Does NOT remove the need for tests.</p>
-
-<h2 id="prototype-development">Prototype development</h2>
-
-<ul>
-<li>Prototype plan: establish objectives</li>
-<li>Outline definition: define functionality</li>
-<li>Executable prototype</li>
-<li>Evaluation report</li>
-</ul>
-
-<h1 id="q5.-key-features-of-scrum">Q5. Key features of SCRUM</h1>
-
-<p>Openness of all work.
-Respect each other.
-Focus on the common goal.
-Courage for difficult decisions.
-Duty to the common goal.</p>
-
-<p>3 roles.
-5 events.
-3 artifacts.</p>
-
-<h2 id="assets">Assets</h2>
-
-<ul>
-<li>Scrum board</li>
-<li>Project burndown</li>
-<li>Sprint burndown</li>
-</ul>
-
-<h2 id="three-pillars">Three pillars</h2>
-
-<p>Transparency: Everyone knows what needs to be done and who is doing what.
-Inspect: Keep an eye on where we are heading (daily meetings).
-Adapt: Change if it is necessary.</p>
-
-<h2 id="core-values">Core values</h2>
-
-<p>Commitment: to reach the sprint goal.
-Focus: on what needs to be done in the sprint.
-Openness: Communication is key, don&#8217;t hide issuse.
-Respect: for each other
-Courage: to do the right thing</p>
-
-<h2 id="typical-errors">Typical errors</h2>
-
-<p>Scrum master is a manager.
-No communication with the client.
-New tasks are added to the sprint backlog in the middle of a sprint.</p>
-
-<h2 id="daily-scrum">Daily SCRUM</h2>
-
-<p>Inspect progress towards the sprint goal.
-Adjust the backlog accordingly.
-Update (how far are we?)
-Short meeting (15 min)
-Tell the others if you need help.</p>
-
-<h2 id="sprint-planning">Sprint planning</h2>
-
-<p>Work together with the whole SCRUM team for sprints.
-Look in the backlog.
-Make a sprint backlog. (this can&#8217;t be changed from the outside)</p>
-
-<h2 id="sprint-review">Sprint review</h2>
-
-<p>Check development status.
-Sprint review max 4 hours with sprints of 4 weeks.
-The client participates along with the team.
-Only talk about what has been done.
-Dialogue, no presentation.
-Update the backlog.</p>
-
-<h2 id="sprint-retrospective">Sprint retrospective</h2>
-
-<p>For increasing quality and effictivity.
-What went well&#47;bad?
-How can this be improved for the future?</p>
-
-<h2 id="roles">Roles</h2>
-
-<h3 id="product-owner">Product owner</h3>
-
-<p>Stakeholder contact
-Updates&#47;prioritises the product backlog
-Can be a person dedicated to the client
-The goal is the maximise product value
-Can delegate but is responsible</p>
-
-<h3 id="scrum-master">SCRUM master</h3>
-
-<p>Ensure everyone is keeping in-line with SCRUM
-Not the management leader
-Ensure the team is effective
-Deal with the teams blockages</p>
-
-<h3 id="developers">Developers</h3>
-
-<p>They own the backlog
-Programmers, UI, UX and so on</p>
-
-<h1 id="q6.-key-features-of-xp---extreme-programming">Q6. Key features of XP - eXtreme Programming</h1>
-
-<h2 id="what-is-xp">What is XP?</h2>
-
-<p>An agile, incremental development method with focus on:
-- Collaboration
-- Quick and early software creation
-- Skillfull development practices
-XP takes all the &#8216;good things&#8217; the extreme. (testing, pair programming).</p>
-
-<p>The customre should be available full time for the use of the XP team.
-In XP, the customer is a member of the dev team and is responsible for bringing requirements.</p>
-
-<p>Pair programming: developers work in pairs, checking each other&#8217;s work to ensure quality.</p>
-
-<h2 id="qualities-of-xp-that-fit-to-scrum">Qualities of XP that fit to SCRUM</h2>
-
-<p>Pair-programming.
-Writing unittests before the code (with the help of TDD).
-Partners often have to integrate their code (use continuous integration).
-Refactor as often as possible.
-Collective ownership of code.
-Customer on-site, user stories, planning game, &#8230;</p>
-
-<h3 id="what-does-xp-and-scrum-have-in-common">What does XP and SCRUM have in common?</h3>
-
-<p>Work should be done incrementally&#47;iteratively.
-Teamwork, transparency, communication and prioritisation are crucial.
-Requirements are broken down into bite-size pieces.
-There is overlap with the roles. (XP client and SCRUM&#8217;s product owner)</p>
-
-<h2 id="what-values-are-xp-based-on-according-to-larman">What values are XP based on according to Larman?</h2>
-
-<p>Communication, simplicity, feedback, courage.</p>
-
-<h3 id="communication">Communication</h3>
-
-<p>Pair programming
-Customer on-site
-Acceptance test
-Daily standup (short meetings)</p>
-
-<h3 id="simplicity">Simplicity</h3>
-
-<p>Teams implement exactly what was asked for. Nothing more.
-Strive for simple designs and quality code.</p>
-
-<h3 id="feedback">Feedback</h3>
-
-<p>Early and frequent feedback is crucial.
-Feedback can come from unittests, team members and the client.
-Continuous integration.
-Acceptance test that the client performs.
-Short sprints.</p>
-
-<h3 id="courage">Courage</h3>
-
-<p>Developers should be honest.
-Don&#8217;t make excuses for issuse.
-Don&#8217;t be afraid to make big changes.</p>
-
-<h2 id="how-is-xp-extreme">How is XP extreme?</h2>
-
-<p>E.g. If tests are good, do them all the time.
-Takes all good things, and places them at the core of the process.</p>
-
-<h2 id="name-some-key-practices-in-xp">Name some key practices in XP?</h2>
-
-<p>Unit test, pair review, customer on-site, continuous integration, testing, early test, unit test, TDD.</p>
-
-<h2 id="what-is-a-user-story">What is a user story?</h2>
-
-<p>Brief feature request, a promise for conversation.
-Written on a card with criteria for confirmation on the back.</p>
-
-<h2 id="story-maps---user-story-mapping">Story maps - User story mapping</h2>
-
-<p>To see the bigger picture of the user stories.
-To understand how things are now and to imagine how they could be.
-Visualize the stories you tell about your software.</p>
-
-<p>Story maps consist of:
-* User
- - a card that tells a story about a type of person, doing something to reach a goal.
-* Activities
- - Jobs done by similar people to reach a time
-* Backbone
- - Activies and jobs on a higher goal tier, give the user story structure.
- - This is a big goal, that the little goals are attached to.
-* User tasks
- - Short, concise sentences that explain the goal.
-* Sub-tasks
- - Break down more complicated goals.
-* Release slices
- - Identify tasks. The smallest number of tasks that allow specific users to reach their goal.</p>
-
-<p>Story map process has 4 levels</p>
-
-<h2 id="what-is-the-format-a-user-story">What is the format a user story?</h2>
-
-<p>&#8220;As a <user> I want <feature> so that <why>&#8221;.
-Who, what, why.</p>
-
-<h2 id="how-does-xp-describe-lifecycle-for-a-system">How does XP describe Lifecycle for a System?</h2>
-
-<p>Exploration, planning, iterations to first release, productionizing, maintenance.</p>
-
-<h2 id="what-is-the-iteration-called-in-xp">What is the iteration called in XP?</h2>
-
-<p>Iteration</p>
-
-<h1 id="q7.-product-planning-requirements-elicitation-product-vision-product-roadmap">Q7. Product Planning: Requirements Elicitation, Product Vision, Product Roadmap</h1>
-
-<h2 id="what-main-requirement-activities-are-there">What main requirement activities are there?</h2>
-
-<p>Elicitation and analysis of needs.
-Specification of requirements.
-Validation of requirements.</p>
-
-<h2 id="elicitation-and-analysis-of-needs">Elicitation and analysis of needs</h2>
-
-<p>There are two fundamental approaches to Requirement Elicitation:
-1. Interview, where people talk about what they are doing.
-2. Observation or etnography, where you observe how people do their work and which technologies they use and so on.</p>
-
-<p>Use a mix of interview and observation to gather information.
-This can be used to find the requirements that form the basis of further discussion.</p>
-
-<h2 id="requirement-specification">Requirement specification</h2>
-
-<p>Is a process in which you write down user and system requirements into a document.
-Ideally, these requirements should be clear, consistent, complete and easy to understand.
-User requirements should be written in natural language and supplemented with dialogue and tables in the document.
-System requirements can also be written in natural language, but other notations, graphs, maths, etc can also be used. (state machines, automata)</p>
-
-<h2 id="requirement-validation">Requirement validation</h2>
-
-<p>Is the process of controlling of ensuring that the system requirements will are really what the client wants.
-There are different checks that can be used to validate the requirements.</p>
-
-<ol>
-<li><p>Validity checks:
-Check if the requirements reflect the users real needs.
-User needs can change over time, so this is an important thing to keep track of.</p></li>
-<li><p>Consistency checks:
-Requirements should not conflict with others. </p></li>
-<li><p>Completeness checks:
-The requirement specification should be comprehensive for every function and the limits that the client wants.</p></li>
-<li><p>Realism checks:
-Using knowledge on existing systems, control the requirements to ensure that they fit within the budget and time-frame.</p></li>
-<li><p>Verifiability:
-You should be able to create tests that verify whether or not a requirement is met.</p></li>
-</ol>
-
-<h2 id="requirement-validation-techniques">Requirement validation techniques</h2>
-
-<ol>
-<li><p>Requirement reviews
-Requirements are analyzed systematically by a team of judges, to check for mistakes or conflicts.</p></li>
-<li><p>Prototyping
-Develop executable models of the system and verify with the client that it meets their expectations.</p></li>
-<li><p>Test-case generation
-Tests can be designed along with requirements instead of after the fact.
-If it is difficult to design tests for a requirement, that can mean the requirement is unrealistic.</p></li>
-</ol>
-
-<h2 id="what-are-the-steps-in-elicitation">What are the steps in elicitation?</h2>
-
-<ol>
-<li><p>Discovery &#38; Classification
-This is the process of interacting with the stakeholders to find their requirements.</p></li>
-<li><p>Categorization
-Take the unstructured list of requirements and group related requirements together.</p></li>
-<li><p>Prioritization &#38; Negotiation
-Conflicts can arise when there are multiple stakeholders.
-Prioritize the most important requirements, through negotiation, discussions, compromises and meetings.</p></li>
-<li><p>Documentation
-Here the requirements are documented.</p></li>
-</ol>
-
-<h2 id="why-is-it-difficult-to-elicit-requirements">Why is it difficult to elicit requirements?</h2>
-
-<p>Many stakeholders with conflicting needs.
-Stakeholders speak their own &#8220;language&#8221;.
-Lack of communication because things are assumed to be &#8220;obvious&#8221;.</p>
-
-<h2 id="what-is-a-recognized-way-to-communicate-requirements">What is a recognized way to communicate requirements?</h2>
-
-<p>Stories, Scenarios.</p>
-
-<h2 id="how-are-requirements-documented-in-waterfall-and-in-scrum-in-product-planning">How are requirements documented in Waterfall and in SCRUM, in Product Planning?</h2>
-
-<p>Waterfall: Verify the requirement specificatino with strict change management.
-SCRUM: Product vision and product backlog, are discussed and updated every sprint.
-Product Planning: Product vision, release plans and&#47;or product roadmaps.
-XP: User Stories.</p>
-
-<h2 id="how-are-requirements-negotiated-with-stakeholders-in-waterfall-and-scrum">How are requirements negotiated with stakeholders in Waterfall and SCRUM?</h2>
-
-<p>Waterfall: Be up front in the requirements phase - state it now or it will be difficult later on.
-SCRUM: Ongoing refinement of product backlog with stakeholders, say what is most important now, we will continue.
-XP: Customer on-site.</p>
-
-<h1 id="q8.-product-refinement-and-forecasting-user-story-mapping-personas-stakeholders-product-backlog">Q8. Product Refinement and Forecasting: User story mapping, personas, stakeholders, product backlog</h1>
-
-<h2 id="what-is-a-persona">What is a persona?</h2>
-
-<p>User personas are a useful technique to describe users of your product.
-A fictional character with a name, picture, relevant characteristics, behavior, opinions and a goal.
-Different people can have different goals.
-Understand a personas goal is useful for creating a product that is meaningful to the users.</p>
-
-<h2 id="what-is-a-user-story-1">What is a user story?</h2>
-
-<p>Short description on a type of user, a goal and a reason.</p>
-
-<h2 id="where-do-we-use-the-terms-product-feature-epic-user-story">Where do we use the terms: Product Feature, Epic, User story?</h2>
-
-<p>Product Feature: Corresponds to an Epic.
-Epic: A collection of related user stories.
-User story: Breakdown of an Epic. </p>
-
-<h2 id="what-is-a-user-journey">What is a user journey?</h2>
-
-<p>The experiences a person has, when interacting with the software.</p>
-
-<h2 id="what-are-the-key-characteristics-of-a-product-backlog">What are the key characteristics of a product backlog?</h2>
-
-<p>This is to do list of items a SCRUM team must tackle.
-- Software requirements.
-- User stories.
-- Descriptions of supplementary tasks that are needed, such as architecture definition or user documentation.</p>
-
-<h1 id="q9.-risk-management">Q9. Risk Management</h1>
-
-<p>A risk is a potential problem.
-The possibility of loss or damage.
-Risk Management: project leaders must evaluate the risks that can affect a project, monitor them, and handle them when problems arrise.</p>
-
-<h2 id="example-of-risk-categories">Example of risk categories</h2>
-
-<ol>
-<li>Uncertainty, project, technical, business.</li>
-<li>Keyperson from team dies, a supplier is not delivering as promissed.</li>
-</ol>
-
-<h2 id="categories-of-risk">Categories of risk</h2>
-
-<h3 id="project-risks">Project risks</h3>
-
-<p>Risks that threaten the project plan.
-Time will be wasted and costs will rise.</p>
-
-<h3 id="technical-risks">Technical risks</h3>
-
-<p>Architectural design.
-Arrises because problems can be harder to solve than expected.
-Vagueness in the specification.
-Project gets older and starts to decay.</p>
-
-<h3 id="business-risks">Business risks</h3>
-
-<p>Market risk. What if no one uses the product?
-Strategic risk. We don&#8217;t need that new component after all.
-Sales risk. How the fuck do we sell this?!
-Management risk. The top management don&#8217;t support the project anymore.
-Budget risks. Budget or personnel is lost.</p>
-
-<h2 id="how-do-you-do-risk-analysis">How do you do risk analysis?</h2>
-
-<p>Risk analysis and management are actions, that help a software team understand and handle uncertainty.
-It is a good idea to identify risks.
-Evaluate the probability of risks.
-Estimate the impact of a risk and form a reaction plan for if the risk actually happens.</p>
-
-<h2 id="identify-risks-and-calculate-risk-exposure-and-describe-consequence.">Identify risks and calculate risk exposure and describe consequence.</h2>
-
-<p>Risk exposure = probability * loss, describe consequence.
-Probability &#60; 100%. If p = 100% then it&#8217;s an issue.</p>
-
-<p>Prioritize according to risk exposure, establish cut-line.
-Deal with the risks above the line, accept the ones below.</p>
-
-<p>Establish for each risk above the cut-line (RMMM: Risk Mitigation, monitor, management)</p>
-
-<h3 id="mitigate">Mitigate</h3>
-
-<p>We want to prevent the risk from becoming an issue.
-We can reduce the probability.
-Or try to reduce the associated loss.
-Risk exposure = probability * loss.</p>
-
-<h3 id="manage">Manage</h3>
-
-<p>For when a risk has become a loss, try to minimize the loss.
-This assumes the mitigation activity was unsuccessful.
-This is done by the project leader.</p>
-
-<h3 id="monitor">Monitor</h3>
-
-<p>Observe how risks change over time.
-How the probabilities, loss, or the environment, change over time.</p>
-
-<h2 id="how-are-risk-management-part-of-project-management">How are risk management part of project management</h2>
-
-<h3 id="waterfall-plan-driven">Waterfall &#47; plan-driven</h3>
-
-<p>Risk and risk plans are part of the plans in project management.
-Development of others plans to contribute to identification of risk.
-It is planned.</p>
-
-<h3 id="agile---inspect-and-adapt-is-reduction-to-produce-the-right-product">Agile - inspect and adapt is reduction to produce the right product</h3>
-
-<p>Daily SCRUM: Do you have any impediments?
-Sprint review: Inspects risk related to product and stakeholder.
-Sprint retrospective: Adresses risks related to how the team works.</p>
-
-<h2 id="what-are-bhms-primary-risks">What are Böhms primary risks?</h2>
-
-<p>Personal shortcomings, unrealistic schedule, wrong function&#8230;</p>
-
-<h1 id="q10.-how-is-quality-defined">Q10. How is quality defined?</h1>
-
-<h2 id="software-quality-attributes">Software quality attributes</h2>
-
-<h3 id="nonfunctional-requirements">Nonfunctional requirements</h3>
-
-<p>Safety, security, reliability, complexity, adaptability, testability, understandability, efficiency, usability, etc&#8230;</p>
-
-<h3 id="functional-requirements">Functional requirements</h3>
-
-<ul>
-<li>Requirement Specification (waterfall)</li>
-<li>Product backlog and User Stories (agile)</li>
-</ul>
-
-<h2 id="what-is-quality">What is quality?</h2>
-
-<p>Quality is evaluated aesthetically, symbolically and functionally
-Quality can be either objective or subjective.
-Quality may not always be obvious.</p>
-
-<h2 id="definition-of-quality">Definition of quality</h2>
-
-<p>Quality is a reflection of one or more peoples evaluation of the compliance of a product or service with their expectations.
-Quality can be broken into three types of categories:
-1. Product quality.
-2. Process quality.
-3. Quality of expectations.</p>
-
-<p>Quality tradeoffs are unavoidable.
-Quality consists of:
-- Quality assurance: plan or design processes to prevent bad quality.
-- Quality control: track that work products meet quality standards.</p>
-
-<h2 id="why-invest-or-pay-for-quality-management">Why invest or pay for Quality Management?</h2>
-
-<p>Cost of not doing it is bad quality - fixing errors.</p>
-
-<p>Direct cost of error correction:
-- Loss. (effort)
-- Wasted work. (for users of the program)
-- Maintenance usually has larger costs than development.</p>
-
-<p>Indirect cost of error correction
-- Follows from poor quality (unsatisfied users)
-- Has potentially severe consequences (losing customers)</p>
-
-<p>Quality Management reduces these costs significantly.</p>
-
-<h2 id="validation-fit-for-use">Validation (fit for use)</h2>
-
-<p>Are we building a system that is fit for use?
-Compliance with the users expectations and experiences?</p>
-
-<h2 id="verification-requirement-specification-being-met">Verification (requirement specification being met)</h2>
-
-<p>Do we pass all tests and requirements?
-Are we building a system with all the requirements implemented?
-Unit&#47;integration tests</p>
-
-<h2 id="techniques-for-verification-and-validation">Techniques for verification and validation</h2>
-
-<p>Testing: of programmes and prototypes.
-Review: of specifications, documentation and programs.</p>
-
-<h2 id="is-it-verification-or-validation">Is it verification or validation?</h2>
-
-<p>A user must participate in order to validate.
-Verification focuses on the compliance to the specifications and a client usually doensn&#8217;t participate.</p>
-
-<h2 id="v-model">V-model</h2>
-
-<h1 id="q11.-test-and-review">Q11. Test and review</h1>
-
-<p>Tests are a set of practices that support verification and validation.
-The purpose is to ensure a program does what it is supposed to, and to discover errors before delivery.
-This is done by making sure the progrm meets the requirements and by finding incorrect or undesirable behaviour.
-Verification: Unit test, component test.
-Validation: prototype test, user acceptance test.</p>
-
-<h2 id="what-is-peer-review">What is peer review?</h2>
-
-<p>Evaluation of work of one or more people with similar skills (peers).
-Mostly in the form of documents but can also be analysis of code.</p>
-
-<h2 id="what-is-the-difference-between-review-and-test">What is the difference between review and test?</h2>
-
-<p>Review is static, and there is no interaction between errors found in review.
-Tests are dynamic and errors can come as side-affects of an initial errors.
-Reviews (inspections) and tests are complementary to quality techniques.
-Both should be used under the verification and validation process.
-Inspections can control compliance with a specifications but not with the clients or users actual requirements.
-(Unless the user participates in the review. Prototypes are preferred for user participation)
-Inspecions cannot control non-functional properties such as performance, usability, etc.</p>
-
-<h2 id="when-is-review-good">When is review good?</h2>
-
-<p>For documents, designs, architectures, plans, etc.</p>
-
-<h2 id="when-is-test-good">When is test good?</h2>
-
-<p>For functionality and dynamic use of the program.</p>
-
-<h2 id="what-is-the-v-model">What is the V-Model</h2>
-
-<p>A model that shows the connection between tests at different levels and primary activities that drive the tests.</p>
-
-<h2 id="name-tests-at-different-levels">Name tests at different levels:</h2>
-
-<p>Unit test, component test, integration test, system test, user acceptance test.</p>
-
-<p>Unit test: confirm valid and invalid input.
-Integration test: confirm that interfaces are compatible and work as expected.
-Acceptance test: validate fit for use, exploratory test.</p>
-
-<h2 id="when-is-test-done">When is test done?</h2>
-
-<p>Plan driven: in the end (often a dedicated test-team aspart of QA)
-Agile: all the time (test competence on the team, accept criteria on story, automated test, TDD)</p>
-
-<h1 id="q12.-configuration-management-and-devops">Q12. Configuration Management and DevOps</h1>
-
-<h2 id="what-is-devops-how-can-you-define-it">What is DevOps, how can you define it?</h2>
-
-<p>DevOps is a method for both development and operation.
-DevOps is a development method for IT systems that connects different activities in projects.
-DevOps is a culture, that focuses on the entire software productions life cycle.
-The goal is to remove barriers between development and operation teams, to be able to react quickly to the users needs.
-It is also defined by The Three Ways:
-1. Flow.
-2. Feedback.
-3. Continuous Learning.</p>
-
-<h2 id="what-is-the-purpose-of-continuous-integration">What is the purpose of Continuous Integration?</h2>
-
-<p>When the code is checked, it is automatically integrated with the system.
-Speed up the rate of delivery and run tests constantly.
-Bsed on tools to automate the process.
-Depends on a suite of unit tests.
-Does NOT eliminate the need for testers.</p>
-
-<h2 id="what-is-the-purpose-of-continuous-testing">What is the purpose of Continuous Testing?</h2>
-
-<p>Continuous Testing in DevOps is a type of software test that involves testing at all stages of a develoments lifecycle.
-The goal is the continuously evaluate the quality of the software.</p>
-
-<h2 id="what-is-the-purpose-of-continuous-delivery-and-deployment">What is the purpose of Continuous Delivery and Deployment?</h2>
-
-<h3 id="continuous-delivery">Continuous Delivery</h3>
-
-<p>Ensure that code can be implemented securely.
-Ensure that the business and service application function as expected and deliver every change to production.</p>
-
-<h3 id="continous-deployment">Continous Deployment</h3>
-
-<p>Ensure that tests are automated and that every change is automatically implemented in production.
-Makes the development and release process faster and more robust.</p>
-
-<p>Automated access to well defined environments.
-Tools like Docker for containerization or Virtual Machines.</p>
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