User:Jonomacdrones/proffesional issues

See http://pastebin.com/m5bd88a1b

Agile Methods/ Prototyping
 It should be noted that all of these questions (though not all of my answers) have been taken from wikipedia '' Derek Reeves... what a cunt''

1) Prototype; Original form, or model for something. In this context, a prototype is generally a model which demonstrates how a system will work, without actually implementing the full system

2) Agile methodologies generally include ideals of verification and inspection at very regular intervals. Includes a lot of adaptation too. As the name suggests, the theory includes a room for movement, that a project's goals may shift. Traditional methods are based around each member of a team being picked for a specific job, and to be able to work without looking over of the shoulder. Also, trad. methods involve a set target.

3) as per http://agilemanifesto.org/principles.html
 * 1) Satisfy Customer through Constant Updates;
 * 2) Welcome Changing Requirements;
 * 3) Delivery of Software Frequently;
 * 4) Business People and Devs Work Closely;
 * 5) Build Software with Motivated Devs and Give Needed Environment, Trust Them;
 * 6) Best Way To Convey Info- Face-to-Face;
 * 7) Working Software Best Measure of Progress;
 * 8) Technical Advancements, yet Simple, Where All Maintain a High Pace;
 * 9) Self Organisign Teams, However This May Negate The Above;
 * 10) Team Reflects on Productivity, Then Tunes Its Self

4) The Pareto Principle is based upon Juran's 80/20 study on Italian wealth, where he realised 80% of Italy was owned by 20% of population. In context, 80% of resources owned/used by 20% of operations

5) Time Boxing is a way of planning a project, whereby each operation has its own time period and budget, and each project is completed incrementally.

6) Must have o Should have Could have o Wont, but may in future

7) Throwaway- Disregarded after, usually to show a user what the system will look like Evoloutionary- Makes its way into code, grows into final product ( Pretty Logical )

8) Prolly shows what happens when you click somewhere, or a clickable prototype

9) With regards useability; lo-fi are more to demonstrate the look, hi-fi more like the actual code

10) Get as much done, as quickly as possible. Usually, a small, hard task

11) Opinion, but not true, Agile Dev possible through out-of touch managerial staff

12) Probably as per medieval townships; the champion is a sort of leader (for morale) who fights for the dev team- a sort of prima inter pares

13) Sponsor from the Latin for guarantor. A sponsor here much like a Commercial Sponsor.

14) Joint Application Design- for collecting business requirements for a project

15) Any circumstance where you wanted a good project... Nah, don't put that in an exam, however true. Another opinion question