442 resultados para agile


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This presentation describes the evolution of SDLCs from the first formally proposed linear models including, the Waterfall (Royce 1970) through to iterative prototyping models (Spiral and Win-Win Spiral) and incremental, iterative models used in Agile Methods. We discuss the problems iinherent in ech prpoosal and how successive models attempt to solve them.

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This presentation discusses the role and purpose of testing in the systems/Software Development Life Cycle. We examine the consequences of the 'cost curve' on defect removal and how agile methods can reduce its effects. We concentrate on Black Box Testing and use Equivalence Partitioning and Boundary Value Analysis to construct the smallest number of test cases, test scenarios necessary for a test plan.

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This is a presentation that introduces the envisioning (set up) stage of a project or case study. it sets envisioning in a framework of software engineering and agile methodologies. The presentation also covers techniques for engaging with stakeholders in the domain of the project: building a co-designing team; information gathering; and the ethics of engagement. There is a short section on sprint planning and managing the project backlog (agile using a burndown chart.

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Second in a two part set of lectures on Agile Envisioning. The lectures describe the process of starting up a project. 1) creating a shared understanding amongst the team and customers using Stakeholder Analysis, Personas and User stories 2) Sprint planning and using a burndown chart 3) Risk assessment

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Software Engineering Team project introductory lecture and project start up for 2014-2015. it covers team working, infrastructure tools, and an outline of the agile methods, practices and principles that will be used.

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First of a two part set of lectureson Agile Envisioning. The lectures describe the process of starting up a project: building a shared understanding of the customer through Stakeholder Analysis and Personas

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This is the specification for the 4th deliverable of the Agile Software Engineering Group Project. The 4th deliverable is code increment 3 of the application built in the 3rd sprint

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Thursday 15th May Building 02A Room 2077, 15.00-16.45 Elena & Rikki Presenting: Groups: U, V, W, X Marking Groups: A, B, C, D Schedule and Topics 15.00-15.05: Introduction and protocol for the session 15.05-15.25 Group U: Digital Literacies 15.25-15.45 Group V: Will MOOCs destroy face-to-face University Education? 15.45-16.05 Group W: Groupwork and leadership skills in MMORPGs 16.05-16.25 Group X: Tools and techniques for agile project management 16.25-16.45: Wash-up: feedback session for presentation groups

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This lecture covers the use of Agile design tools: Storyboards and Scenarios, used in conjunction with Personas. These are also used in participatory design.

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Las personas poco a poco se han ido alejando de los formatos de comunicación tradicionales, para comenzar a utilizar instrumentos digitales que les permitan tener la información al instante, y así estar enterados de lo que sucede a nivel mundial con un solo clic. Es tal la importancia que ha tomado la necesidad de estar actualizado cada minuto que las personas tienen en sus dispositivos de comunicación digital distintas opciones de información tales como aplicaciones de medios escritos, canales informativos y redes sociales, siendo estas últimas las más consultadas y utilizadas a nivel mundial. Las redes sociales han sido creadas con el fin de conectar a las personas en todo el mundo, bajo la interacción a través de grupos, páginas y enlaces de interés. Las personas las han convertido en canales de información de uso diario y han visto en ellas la forma más ágil de conocer como se está comportando su círculo más cercano y el mundo en general. La industria también ha visto la creciente demanda que tienen las redes sociales y ha decidido intervenir en el juego interactivo abasteciendo a los usuarios de una multiplicidad de elementos de todo tipo a su disposición. Han creado estrategias agresivas para llegar a la mayor cantidad de personas posibles y han logrado resultados potenciales, en términos de fortalecimiento de marca.

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This presentation describes the evolution of Software Development Lifecycles (SDLCs) from the first formally proposed linear models including, the Waterfall (Royce 1970) through to iterative prototyping models (Spiral and Win-Win Spiral) and incremental, iterative models used in Agile Methods. We discuss the problems iinherent in each prpoosal and how successive models attempt to solve them.

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This presentation gives an overview of TIDT's development process at time of writitng in March 2016. We were and still are developing our process. It is an agile process based on DSDM and Scrum.

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Commonsense says we are isolated. After all, our bodies are physically separate. But Seneca’s colamus humanitatem, and John Donne’s observation that “no man is an island” suggests we are neither entirely isolated nor separate. A recent discovery in neuroscience—that of mirror neurons—argues that the brain and the mind is neither built nor functions remote from what happens in other individuals. What are mirror neurons? They are brain cells that process both what happens to or is done by an individual, and, as it were, its perceived “reflection,” when that same thing happens or is done by another individual. Thus, mirror neurons are both activated when an individual does a particular action, and when that individual perceives that same action done by another. The discovery of mirror neurons suggests we need to radically revise our notions of human nature since they offer a means by which we may not be so separated as we think. Humans unlike other apes are adapted to mirror interact nonverbally when together. Notably, our faces have been evolved to display agile and nimble movements. While this is usually explained as enabling nonverbal communication, a better description would be nonverbal commune based upon mirror neurons. I argue we cherish humanity, colamus humanitatem, because mirror neurons and our adapted mirror interpersonal interface blur the physical boundaries that separate us.

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El presente trabajo tiene como objetivo mostrar la relación que existe entre la cadena de suministro, global manufacturing y su relación con el desempeño organizacional en el sector manufacturero. El proyecto va a estar divido en tres grandes partes, en primer lugar estará el marco conceptual donde se especificarán los conceptos más significativos que abarcan la investigación, seguido del marco teórico donde se expondrán las teorías y estudios encontrados, analizados y estudiados con el fin de desembocar en la tercer parte que serán las conclusiones y recomendaciones que se darán a partir de los análisis y teorías que compactan el tema de la relación existente entre la cadena de suministro, global manufacturing y el desempeño organizacional.

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This paper studies oligopolistic competition in education markets when schools can be private and public and when the quality of education depends on ìpeer groupî e§ects. In the Örst stage of our game schools set their quality and in the second stage they Öx their tuition fees. We examine how the (subgame perfect Nash) equilibrium allocation (qualities, tuition fees and welfare) is a§ected by the presence of public schools and by their relative position in the quality range. When there are no peer group e§ects, e¢ ciency is achieved when (at least) all but one school are public. In particular in the two school case, the impact of a public school is spectacular as we go from a setting of extreme di§erentiation to an e¢ cient allocation. However, in the three school case, a single public school will lower welfare compared to the private equilibrium. We then introduce a peer group e§ect which, for any given school is determined by its student with the highest ability. These PGE do have a signiÖcant impact on the results. The mixed equilibrium is now never e¢ cient. However, welfare continues to be improved if all but one school are public. Overall, the presence of PGE reduces the e§ectiveness of public schools as regulatory tool in an otherwise private education sector.