Software Development Life Cycle (SDLC) and Methodologies

Chapter 9
Agile and Lean Methodologies

Diploma in Software Engineering
Software Development Life Cycle (SDLC) and Methodologies   •   Diploma

Agile and Lean Methodologies

Introduction and Context

Software development is conducted in conditions of uncertainty. Customer needs change, technology evolves, competitors respond quickly, and risks are often discovered only after a product is used. Traditional sequential approaches can provide useful control, but they may delay feedback until late in the life cycle. Agile and Lean methodologies address this problem by emphasizing early delivery, close collaboration, rapid feedback, disciplined prioritization, and reduction of waste.

Agile is not a single process. It is a family of approaches guided by the Agile Manifesto and its principles. Scrum, Kanban, and Extreme Programming (XP) are distinct implementations of Agile ideas. Lean software development applies Lean thinking to software, concentrating on customer value, flow, quality, and the elimination of activities that do not create value.

These methods are not merely collections of meetings or project-management tools. They represent ways of organizing work, making decisions, managing uncertainty, and learning from evidence. Effective adoption requires technical discipline, appropriate governance, empowered teams, and a culture in which problems are made visible rather than concealed.

Learning Objectives

By the end of this chapter, students should be able to:

  1. Explain Agile values, principles, and their relationship to iterative development.
  2. Distinguish Scrum, Kanban, Extreme Programming, and Lean software development.
  3. Describe Scrum roles, events, artifacts, and accountabilities.
  4. Manage a product backlog using prioritization, refinement, and acceptance criteria.
  5. Apply relative estimation, velocity, throughput, work-in-progress limits, and flow metrics appropriately.
  6. Explain feedback loops, quality practices, and continuous improvement.
  7. Select an appropriate Agile or Lean approach for a software-development context.
  8. Evaluate practical, ethical, organizational, and governance challenges in Agile adoption.

1. Agile Foundations

1.1 The Agile Manifesto

The Agile Manifesto expresses four value preferences:

  • Individuals and interactions over processes and tools.
  • Working software over comprehensive documentation.
  • Customer collaboration over contract negotiation.
  • Responding to change over following a plan.

The wording does not reject the item on the right. Documentation, tools, contracts, and plans remain valuable. The phrase “over” indicates that, when choices conflict, the item on the left should generally receive greater emphasis. For example, Agile teams still document architecture, regulatory evidence, and operational procedures when those artefacts create value.

The twelve Agile principles reinforce frequent delivery, welcoming change, sustainable development, technical excellence, simplicity, self-organizing teams, and regular reflection. A central idea is that a product should be developed in small increments so that stakeholders can inspect actual results rather than relying entirely on predictions.

1.2 Empirical Process Control

Many Agile methods use empirical process control. Empiricism means that decisions are based on observation and experience rather than on an assumption that the future can be predicted precisely. It has three essential conditions:

  • Transparency: work, quality, progress, and problems are visible.
  • Inspection: the product and the process are examined regularly.
  • Adaptation: plans or practices are changed when evidence indicates that change is necessary.

An iteration is therefore not simply a short version of a traditional project phase. It is a learning cycle. The team forms a plan, develops a usable increment, obtains feedback, and adapts its next decision.

1.3 Iterative and Incremental Development

Iterative development repeats cycles of planning, implementation, evaluation, and improvement. Incremental development adds usable product capability in pieces. The two ideas are related but not identical. A team may iterate on a prototype without delivering production capability, whereas an incremental approach delivers additional capability. Agile teams generally seek both iteration and increments that meet an agreed Definition of Done.

An increment should be sufficiently complete to be usable, releasable, or valuable according to the product context. A partially coded feature that has not been tested is not normally a completed increment.

2. Scrum

Scrum is a lightweight framework for developing, delivering, and sustaining complex products. It defines accountabilities, events, and artefacts, while leaving many engineering details to the team.

2.1 Scrum Accountabilities

The three principal accountabilities are:

  • Product Owner: maximizes product value and manages the Product Backlog. This includes communicating the product goal, ordering backlog items, and ensuring that the backlog is understandable and visible.
  • Scrum Master: helps establish Scrum, coaches the team and organization, facilitates improvement, and helps remove impediments. The Scrum Master is not a traditional project administrator or command-and-control manager.
  • Developers: the people who create the usable increment. They plan the work, maintain quality, adapt their plan during the Sprint, and hold one another professionally accountable.

A Scrum Team is cross-functional, meaning that it collectively contains the skills needed to create value. It is self-managing: members decide who does what, when, and how within the team’s accountability.

2.2 Scrum Events

A Sprint is a fixed-length period during which the team creates a usable increment. A Sprint commonly lasts between one and four weeks. Shorter Sprints create more frequent feedback but may increase planning and coordination overhead.

Sprint Planning addresses three questions: Why is this Sprint valuable? What can be completed? How will the selected work be accomplished? The output includes a Sprint Goal, selected Product Backlog items, and an actionable plan.

The Daily Scrum is a short event for Developers to inspect progress toward the Sprint Goal and adapt the plan. It is not intended as a status report to a manager. Teams may use any structure that supports coordination.

The Sprint Review is a working session in which the team and stakeholders inspect the outcome and discuss future adaptations. It is not merely a demonstration ceremony.

The Sprint Retrospective focuses on improving quality and effectiveness. The team examines people, interactions, processes, tools, and its Definition of Done, then identifies the most useful improvements.

2.3 Scrum Artifacts and Commitments

The Product Backlog is an ordered, evolving list of product work. Its commitment is the Product Goal, a long-term objective that gives the team direction.

The Sprint Backlog contains the Sprint Goal, selected backlog items, and the plan for delivering them. Its commitment is the Sprint Goal.

The Increment is a usable, additive step toward the Product Goal. Its commitment is the Definition of Done, a formal description of the quality state required for work to be considered complete.

2.4 Definition of Done and Acceptance Criteria

Acceptance criteria describe conditions that a particular backlog item must satisfy. The Definition of Done applies broadly to all work included in the increment. For example, acceptance criteria may require that a password-reset function send a valid email, while the Definition of Done may require code review, automated tests, security scanning, documentation, and deployment readiness.

A weak Definition of Done creates hidden work and misleading progress. A strong definition makes quality visible, although it must be realistic for the product and organizational context.

3. Product Backlog Management

3.1 Backlog Items

Backlog items may include user-facing features, technical improvements, defects, research, security work, compliance tasks, and operational improvements. A common form for a user story is:

“As a [type of user], I want [capability], so that [benefit].”

A user story is not a complete specification. It is a prompt for conversation. The team and stakeholders must clarify assumptions, constraints, acceptance criteria, data needs, security implications, and exceptional cases.

Good backlog items are often described using the INVEST heuristic: Independent, Negotiable, Valuable, Estimable, Small, and Testable. These are useful qualities, not absolute laws. For example, some technical dependencies cannot be removed, but they should be made visible.

3.2 Ordering and Prioritization

The Product Owner orders the backlog by considering value, risk, urgency, dependencies, learning, cost, and strategic alignment. Priority should not be determined solely by the loudest stakeholder.

A simple prioritization technique is weighted scoring. Suppose an item is rated from 1 to 5 on value, risk reduction, and urgency, with weights 0.5, 0.3, and 0.2 respectively. For item X with ratings 5, 3, and 4:

ScoreX = 0.5(5) + 0.3(3) + 0.2(4) = 4.3

The weights sum to 1, and the score is a comparative decision aid rather than an objective measure of value. Ratings must be defined consistently, and the result should not override essential legal, safety, or security obligations.

3.3 Refinement

Backlog refinement is the continuing activity of adding detail, ordering items, splitting oversized work, and improving shared understanding. Refinement is not necessarily a formal Scrum event. It should occur sufficiently ahead of planning so that likely work is understood.

Splitting strategies include separating workflows, business rules, user roles, data variations, or basic and advanced capability. A poor split creates technically complete fragments that deliver no user value. A better split produces a small end-to-end slice, such as allowing a customer to search, select, and reserve one available item before adding advanced filtering.

4. Estimation and Forecasting

Agile estimation is a forecast, not a promise. Estimates become less reliable as uncertainty, scope, and time horizon increase.

4.1 Relative Estimation

Teams often estimate backlog items using story points. Story points represent relative effort, complexity, risk, and uncertainty; they are not hours. A team may use a sequence such as 1, 2, 3, 5, 8, and 13 because larger items are increasingly difficult to distinguish precisely.

Planning poker helps expose different assumptions. Each Developer independently selects an estimate, explains reasoning when estimates differ, and reaches a shared estimate. The discussion is usually more valuable than the number.

4.2 Velocity

Velocity is the amount of estimated work completed in a timebox, often measured in story points. If a team completes 18, 22, and 20 points over three comparable Sprints, its average historical velocity is:

Average velocity = (18 + 22 + 20) ÷ 3 = 20 points per Sprint

Velocity is meaningful mainly for the same team, estimation scale, product context, and Definition of Done. It should not be used to compare teams or as an individual performance target. When velocity becomes a target, teams may inflate estimates or reduce quality.

If 100 points remain and a team’s historical velocity is approximately 20 points per Sprint, a simple forecast is about five Sprints. This assumes stable team capacity, comparable work, and no major scope changes. It is a forecast range in practice, not a guaranteed completion date.

4.3 Throughput and Cycle Time

Kanban-oriented teams often use throughput, the number of completed items per unit of time, and cycle time, the elapsed time from work start to completion. For a stable system, Little’s Law relates average work in progress, average throughput, and average cycle time:

WIP = Throughput × Cycle time

Here WIP is average work in progress, throughput is completed items per unit time, and cycle time uses the same time unit. The relationship assumes a reasonably stable system over the period observed: items enter and leave at similar average rates, and the averages are measured consistently.

For example, if a team averages 6 completed items per week and has 12 items in progress, the implied average cycle time is:

Cycle time = WIP ÷ Throughput = 12 ÷ 6 = 2 weeks

This does not predict the exact completion time of every item. It describes an average and should not be applied uncritically during a major transition or when work items vary dramatically in size.

5. Kanban and Flow Control

Kanban is a method for managing knowledge work by visualizing work, limiting work in progress, managing flow, making policies explicit, and improving collaboratively.

A Kanban board represents workflow states such as Ready, Analysis, Development, Testing, and Done. Each card represents a work item. The board must reflect the real process; a visually attractive board that hides testing, waiting, or rework provides little control.

5.1 Work-in-Progress Limits

A WIP limit restricts the number of items allowed in a workflow state or group of states. Its purpose is to reduce multitasking, expose bottlenecks, encourage finishing, and improve flow. When Testing is full, Developers should help complete or unblock testing rather than starting unlimited new development.

WIP limits are not productivity quotas. They require policies for blocked work, urgent items, classes of service, and replenishment. Teams should adjust limits using evidence rather than choosing arbitrary numbers permanently.

5.2 Flow Metrics

Important flow measures include:

  • Lead time: time from request to delivery.
  • Cycle time: time from active work start to completion.
  • Throughput: completed items per unit time.
  • Work in progress: items currently started but unfinished.
  • Blocked time: time during which progress is prevented.
  • Flow efficiency: active work time divided by total elapsed time, expressed as a percentage.

For example, if an item receives 3 days of active work but takes 10 calendar days from start to completion, flow efficiency is 30%. This does not mean the team worked poorly; it indicates that waiting, dependencies, approvals, or queues deserve investigation.

6. Extreme Programming

Extreme Programming emphasizes engineering practices that support rapid feedback and sustainable change. Important practices include:

  • Test-driven development (TDD): write a failing automated test, implement the simplest code that passes it, and refactor.
  • Pair programming: two developers collaborate at one workstation or through an equivalent shared environment.
  • Continuous integration: integrate and verify changes frequently.
  • Refactoring: improve internal design without changing externally observable behavior.
  • Simple design: avoid speculative complexity.
  • Collective code ownership: the team shares responsibility for the codebase.
  • Sustainable pace: avoid relying on chronic overtime.
  • Acceptance testing: verify behavior from the customer or business perspective.

TDD is not simply writing tests after implementation. In the red–green–refactor cycle, “red” means a test fails, “green” means the smallest implementation passes, and “refactor” improves the design while tests remain passing. TDD can improve design feedback, but it does not guarantee complete requirements coverage or absence of defects.

7. Lean Software Development

Lean thinking originated in manufacturing but has been adapted to software. Common Lean principles are:

  1. Eliminate waste.
  2. Build quality in.
  3. Create knowledge.
  4. Defer commitment until appropriate information is available.
  5. Deliver quickly.
  6. Respect people.
  7. Optimize the whole system.

Software waste includes partially completed work, unnecessary features, handoffs, waiting, excessive task switching, defects, rework, unclear requirements, and unused capability. A feature is not automatically valuable merely because it was delivered. Value must be considered from the perspective of users, customers, regulators, or other legitimate stakeholders.

Lean does not mean “work faster at any cost.” Removing quality assurance, accessibility review, security controls, or documentation required for safe operation may reduce visible effort while increasing total cost and risk. Lean improvement seeks the best whole-system outcome.

8. Feedback, Quality, and Continuous Improvement

Agile systems depend on nested feedback loops:

  • Automated tests provide feedback about code and behavior.
  • Continuous integration provides feedback about integration and build health.
  • Sprint Reviews provide feedback about product direction.
  • Retrospectives provide feedback about teamwork and process.
  • Production monitoring provides feedback about actual user and system behavior.

A useful improvement loop is Plan–Do–Check–Act. The team identifies a problem, tries a focused change, examines evidence, and standardizes, adjusts, or abandons the change. Improvement actions should have an owner, a clear hypothesis, and a review point.

Quality is a shared responsibility. A separate test department may provide valuable expertise, but quality cannot be inspected entirely into a product at the end. Developers, testers, analysts, security specialists, operations staff, and product stakeholders should collaborate throughout delivery.

Useful measures include escaped defects, deployment frequency, change failure rate, recovery time, cycle time, customer outcomes, and product performance. Metrics should support learning rather than surveillance. A single metric can be gamed and should not be interpreted without context.

9. Selecting and Combining Methods

Scrum is useful when a team benefits from regular planning and review cycles, a clear product goal, and a stable team. Kanban is useful when work arrives continuously, priorities change frequently, or service and maintenance work dominate. XP is especially valuable when technical quality, automated testing, and rapid integration are central concerns. Lean provides principles for examining the whole value stream and removing systemic waste.

Methods can be combined carefully. For example, a Scrum team may use a Kanban board and WIP limits, while adopting XP engineering practices. However, combining labels without understanding purposes can create process confusion. Teams should ask:

  • What type of work is being managed?
  • How frequently does priority change?
  • What level of uncertainty exists?
  • What regulatory or safety controls apply?
  • Which feedback is currently missing?
  • Where is work waiting or failing?

Agile is not appropriate as an excuse to eliminate architecture, documentation, contracts, accessibility, security, or professional accountability. Adaptation should preserve the controls necessary for the product’s risk profile.

10. Illustrative Case: Municipal Service Portal

Background

A municipal authority commissions a portal through which residents can report streetlight failures. The original project plan proposes a twelve-month delivery followed by a large acceptance test. Residents and maintenance staff, however, have different expectations about location information, photographs, status updates, and privacy.

Problem

After four months, the team has produced detailed design documents but no usable service. Requirements differ between departments, and maintenance staff discover that the proposed workflow does not fit field operations. The project is at risk of delivering an expensive system that is technically complete but operationally unsuitable.

Analysis

The work contains uncertainty about user needs, integration with the maintenance database, mobile connectivity, and personal-data handling. A sequential plan delays feedback. The team identifies a thin end-to-end slice: a resident reports a streetlight using a location, optional photograph, and description; a maintenance coordinator views and assigns the report.

Approach and Solution

The team forms a cross-functional Scrum Team with a Product Owner from the authority, a Scrum Master, Developers, a tester, a security adviser, and access to maintenance representatives. The Product Goal is to provide a reliable reporting and triage service.

The first Sprint focuses on a tested reporting workflow using sample data. Acceptance criteria cover required fields, confirmation to the resident, duplicate-report handling, and accessibility of the form. The Definition of Done includes automated tests, security review of uploaded files, accessibility checks, code review, and deployment to a test environment.

The team uses a Kanban-style board with WIP limits. Testing is a constrained column, so Developers assist with test automation rather than starting more features. During the Sprint Review, maintenance staff explain that map coordinates alone are insufficient; a nearby landmark is needed. The Product Owner reorders the backlog accordingly.

The team uses XP practices including continuous integration, automated acceptance tests, pair programming for file-upload security, and refactoring. A retrospective identifies excessive waiting for database access. The team creates a test double and schedules a focused integration experiment.

Outcome

After several short Sprints, the authority releases a limited pilot to selected districts. Usage data shows that residents often submit reports from mobile devices with weak connectivity. The team prioritizes draft saving and clearer confirmation messages. Maintenance staff receive reports earlier, while the authority avoids investing heavily in unused functions.

Learning Points

The case demonstrates that Agile is not the absence of planning; it is planning supported by frequent evidence. A small vertical slice exposes integration, usability, accessibility, and operational risks early. WIP limits make queues visible, while engineering practices protect quality. Stakeholder participation is essential because product value cannot be inferred solely from internal technical progress.

11. Challenges, Ethics, and Governance

Agile adoption can fail when management preserves command-and-control behaviour while merely renaming meetings. Common problems include a Product Owner without decision authority, excessive work in progress, unstable team membership, unrealistic deadlines, weak technical practices, and retrospectives that identify problems without enabling action.

Agile teams must also address ethical responsibilities. They should protect personal data, design for accessibility, consider algorithmic bias, communicate limitations honestly, and avoid using metrics to punish individuals. “Move fast” is unacceptable when software affects safety, financial security, public services, or vulnerable users.

Regulated environments may require traceability, approvals, validation, segregation of duties, audit evidence, or formal risk management. These requirements can be integrated into the backlog and Definition of Done. Governance should distinguish necessary control from avoidable bureaucracy. Evidence should be produced continuously where possible rather than reconstructed at the end.

Remote and distributed teams require deliberate communication, shared documentation, overlapping working hours where needed, and accessible tools. Digital boards can improve visibility, but they cannot replace trust, clear decisions, and timely collaboration.

12. Contemporary Developments

Cloud delivery, continuous delivery pipelines, product analytics, infrastructure as code, and observability have strengthened feedback between development and operation. DevOps extends Agile collaboration across the delivery and operational life cycle. Product teams increasingly use experiments and outcome measures rather than counting features.

Artificial intelligence can assist with code suggestions, test generation, backlog summarization, defect classification, and knowledge retrieval. However, generated output may contain security vulnerabilities, licensing concerns, factual errors, biased assumptions, or confidential-data leakage. AI-assisted work requires human review, approved tools, secure data handling, testing, traceability, and compliance with organizational policy. AI can accelerate feedback and implementation, but it does not replace product accountability or engineering judgment.

Best-Practice Checklist

  • Define a clear product goal and measurable user outcomes.
  • Keep work items small enough to obtain feedback, but valuable enough to matter.
  • Make workflow, policies, quality, and impediments visible.
  • Limit WIP and finish work before starting more.
  • Treat estimates as forecasts, not performance commitments.
  • Maintain a credible Definition of Done.
  • Automate appropriate tests and integrate frequently.
  • Include security, accessibility, privacy, and compliance from the beginning.
  • Review real increments with relevant stakeholders.
  • Use retrospectives to implement and inspect specific improvements.
  • Interpret metrics in context and avoid harmful targets.
  • Adapt the method to the product rather than adopting ceremonies mechanically.

Chapter Summary

Agile and Lean methodologies manage uncertainty through short feedback cycles, usable increments, collaboration, transparency, and adaptation. The Agile Manifesto establishes value preferences rather than rejecting planning, documentation, contracts, or tools. Scrum provides accountabilities, events, artefacts, and commitments for empirical product development. Kanban manages flow by visualizing work, limiting WIP, and examining cycle time and throughput. XP strengthens engineering quality through practices such as TDD, continuous integration, refactoring, and pair programming. Lean focuses on customer value, waste reduction, built-in quality, knowledge creation, and whole-system optimization.

Backlog management requires ordering, refinement, clear acceptance criteria, and attention to value, risk, dependencies, and learning. Story points and velocity can support local forecasting but should not be used to compare individuals or teams. Flow measures and Little’s Law provide useful quantitative insight when their assumptions are respected. Continuous improvement depends on meaningful feedback, psychological safety, and actions supported by evidence. Agile adoption must also preserve security, accessibility, privacy, regulatory compliance, ethical responsibility, and sustainable working practices.

Key Terms

Agile Manifesto: A statement of four value preferences and twelve principles for adaptive software development.

Backlog refinement: The continuing activity of clarifying, splitting, estimating, and ordering backlog items.

Cycle time: Elapsed time from the beginning of active work on an item until its completion.

Definition of Done: Shared quality criteria that an increment must satisfy to be considered complete.

Empiricism: Decision-making based on observation, experience, inspection, and adaptation.

Extreme Programming: An Agile approach emphasizing technical excellence and rapid engineering feedback.

Increment: A usable, additive product outcome that meets the Definition of Done.

Kanban: A method for visualizing work, limiting WIP, managing flow, and improving continuously.

Lead time: Time from a request or commitment until delivery.

Lean software development: Application of Lean principles to maximize value and reduce waste in software work.

Product Backlog: An ordered, evolving list of work needed to improve a product.

Product Owner: Scrum accountability responsible for maximizing product value and ordering the Product Backlog.

Retrospective: A structured opportunity for a team to inspect and improve its way of working.

Scrum Master: Scrum accountability responsible for helping the organization and team use Scrum effectively.

Sprint: A fixed-length period in which a Scrum Team creates a usable increment.

Story points: Relative units representing effort, complexity, risk, and uncertainty.

Throughput: Number of work items completed per unit of time.

Velocity: Amount of estimated work completed by a team in a timebox.

Work in progress (WIP): Work that has started but is not yet complete.

Review Questions

Short Answer Questions

  1. State the four value preferences of the Agile Manifesto.
  2. What is the purpose of a Definition of Done?
  3. Distinguish cycle time from throughput.
  4. Name the three Scrum accountabilities.
  5. Why are WIP limits used in Kanban?

Long Answer Questions

  1. Explain empiricism and show how transparency, inspection, and adaptation operate in Scrum.
  2. Compare Scrum, Kanban, Extreme Programming, and Lean software development.
  3. Explain how a Product Owner can order and refine a Product Backlog responsibly.
  4. Discuss the benefits and limitations of velocity as a forecasting measure.
  5. Describe how engineering practices contribute to quality in an Agile environment.

Analytical / Application Questions

  1. A team has 15 items in progress and completes 5 items per week. Using Little’s Law, estimate its average cycle time and explain the assumptions behind your answer.
  2. A Scrum Team repeatedly carries unfinished work into the next Sprint. Diagnose at least three possible causes and propose evidence-based improvements.
  3. Design an Agile and Lean approach for a healthcare appointment system. Identify the method combination, feedback loops, quality controls, privacy concerns, and metrics you would use.

Multiple Choice Questions with Answers

Question 1

Which Scrum accountability is primarily responsible for maximizing product value and ordering the Product Backlog?

A. Product Owner

B. Scrum Master

C. Developers

D. External auditor

Correct Answer: A. Product Owner

Question 2

What is the main purpose of a WIP limit in Kanban?

A. To increase the number of simultaneous tasks

B. To expose bottlenecks and encourage completion

C. To replace all testing with inspection

D. To calculate individual salaries

Correct Answer: B. To expose bottlenecks and encourage completion

Question 3

A team completes 18, 22, and 20 story points in three comparable Sprints. What is its average velocity?

A. 18 points

B. 19 points

C. 20 points

D. 22 points

Correct Answer: C. 20 points

Question 4

Which activity is part of the red–green–refactor cycle in TDD?

A. Writing a failing test before the implementation

B. Deploying without testing

C. Estimating only in hours

D. Removing automated tests after coding

Correct Answer: A. Writing a failing test before the implementation

Question 5

According to Little’s Law, if average WIP is 12 items and throughput is 6 items per week, the average cycle time is:

A. 0.5 week

B. 2 weeks

C. 6 weeks

D. 72 weeks

Correct Answer: B. 2 weeks

Question 6

What is the principal purpose of a Sprint Review?

A. To assign blame for incomplete tasks

B. To inspect the increment with stakeholders and adapt future work

C. To replace the Product Backlog

D. To conduct individual performance appraisals

Correct Answer: B. To inspect the increment with stakeholders and adapt future work

Question 7

Which statement best describes story points?

A. They are guaranteed hours of work

B. They are individual productivity scores

C. They are relative measures involving effort, complexity, risk, and uncertainty

D. They are legally binding delivery dates

Correct Answer: C. They are relative measures involving effort, complexity, risk, and uncertainty

Question 8

Which is an example of software waste in Lean thinking?

A. Delivering tested customer value

B. Reducing unnecessary handoffs

C. Partially completed work that creates no usable value

D. Learning from production feedback

Correct Answer: C. Partially completed work that creates no usable value

Question 9

What is the primary focus of a Sprint Retrospective?

A. Inspecting and improving the team’s way of working

B. Ordering every item in the Product Backlog

C. Replacing acceptance criteria

D. Demonstrating the product to customers

Correct Answer: A. Inspecting and improving the team’s way of working

Question 10

Which statement about Agile documentation is most accurate?

A. Agile forbids documentation

B. Documentation is unnecessary when a team is cross-functional

C. Documentation should be created when it provides value or is required for safety, operation, or compliance

D. Only managers may write documentation

Correct Answer: C. Documentation should be created when it provides value or is required for safety, operation, or compliance

Software Development Life Cycle (SDLC) and Methodologies
Chapter 9 of 15