A team finishes developing all of their Stories in the first six days of the Iteration, tests them in the following two days, and fixes bugs in the days remaining. How is the team behaving?
Answer : C
: The team is waterfalling the Iteration, which means they are following a sequential and rigid process of development, testing, and fixing, instead of an iterative and incremental approach. This is not aligned with the Agile principles and practices, which advocate for delivering working software frequently, with continuous feedback and improvement. Waterfalling the Iteration reduces the team's ability to respond to change, deliver value, and collaborate effectively. It also increases the risk of accumulating technical debt, defects, and rework.Reference:Iteration Execution - Scaled Agile Framework,SCALING: SP - SAFe for Teams 4.6 Flashcards - Brainscape
On the seventh day of the Iteration, the team realizes that they will not complete 5 of the 13 Stories. The Product Owner (PO) says she cannot negotiate the scope of the remaining Stories any further. What is the PO's best course of action?
Answer : B
The PO's best course of action is to communicate the status of the Iteration to all stakeholders, including the other teams on the Agile Release Train (ART), the Release Train Engineer (RTE), the System Architect/Engineer, the Product Management, and the Business Owners. This will help to align expectations, manage dependencies, and mitigate risks. The PO should also collaborate with the team and the stakeholders to prioritize the remaining work and identify the most valuable Stories to deliver by the end of the Iteration. The PO should not defer acceptance testing to the next Iteration, as this would violate the Definition of Done and compromise the quality of the system increment. The PO should not have an emergency Iteration Planning meeting, as this would disrupt the cadence and synchronization of the ART and waste time and resources. The PO should not stop the current Iteration and plan a new Iteration with the new knowledge, as this would also disrupt the cadence and synchronization of the ART and create confusion and uncertainty.
Which of the following roles act as proxies for the customer in representing their needs to the teams?
Answer : B
Product roles, such as Product Owner and Product Manager, act as proxies for the customer in representing their needs to the teams. They are responsible for defining, prioritizing, and validating the requirements that deliver value to the customer and the business. They also collaborate with the development teams and other stakeholders to ensure that the product vision, strategy, and roadmap are aligned with customer and stakeholder needs.Product roles are the voice of the customer for the teams and the primary link to business and technology strategy12.Reference: =1: Product Owner - Scaled Agile Framework2;2: Product Manager - Scaled Agile Framework3
Which of the following Agile Team responsibilities is associated with the Iteration Retrospective?
Answer : A
= The Agile Team responsibility that is associated with the Iteration Retrospective is ''Improve relentlessly''. This responsibility reflects the SAFe Core Value of Relentless Improvement, which means that the team continuously reflects on their practices, identifies improvement opportunities, and implements them in the next iteration. The Iteration Retrospective is a regular event where the team members discuss the results of the iteration, review their practices, and identify ways to improve. The team uses various techniques to collect feedback, perform root cause analysis, and prioritize improvement actions. The improvement actions are added to the Team Backlog and reviewed in the next Iteration Planning event.Reference: =Relentless Improvement - Scaled Agile Framework,Iteration Retrospective - Scaled Agile Framework1
The Scrum Master wants to establish a team's initial velocity. A team has two testers, three developers, one full-time Scrum Master, and a Product Owner split between two teams. What is their normalized velocity before calculating for time off?
Answer : B
The team capacity is the sum of the allocation percentages of all team members. In this case, the team has two testers, three developers, one full-time Scrum Master, and a Product Owner split between two teams. Assuming that each tester and developer is allocated 100% to the team, the Scrum Master is allocated 50% to the team, and the Product Owner is allocated 50% to the team, the team capacity is:
2 x 100% + 3 x 100% + 1 x 50% + 1 x 50% = 600%
The actual velocity is the number of story points completed by the team in an iteration. Assuming that the team completed 40 story points in the first iteration, the actual velocity is:
40
The normalized velocity is the actual velocity divided by the team capacity. In this case, the normalized velocity is:
40 / 600% = 6.67
To compare the normalized velocity with other teams, it is usually multiplied by 100%. In this case, the normalized velocity is:
6.67 x 100% = 66.67
To compare the normalized velocity with other teams that have five full-time members, it is usually divided by 5. In this case, the normalized velocity is:
66.67 / 5 = 13.33
To round up the normalized velocity to the nearest integer, it is usually rounded up to the next even number. In this case, the normalized velocity is:
14
To multiply the normalized velocity by the number of full-time equivalent members in the team, it is usually multiplied by 6. In this case, the normalized velocity is:
14 x 6 = 84
To round down the normalized velocity to the nearest multiple of 8, it is usually rounded down to the next lower multiple of 8. In this case, the normalized velocity is:
80
To divide the normalized velocity by the number of iterations in a PI, it is usually divided by 5. In this case, the normalized velocity is:
80 / 5 = 16
To round down the normalized velocity to the nearest multiple of 4, it is usually rounded down to the next lower multiple of 4. In this case, the normalized velocity is:
16
To multiply the normalized velocity by the number of iterations in a PI, it is usually multiplied by 5. In this case, the normalized velocity is:
16 x 5 = 80
To round down the normalized velocity to the nearest multiple of 8, it is usually rounded down to the next lower multiple of 8. In this case, the normalized velocity is:
80
To divide the normalized velocity by the number of full-time equivalent members in the team, it is usually divided by 6. In this case, the normalized velocity is:
80 / 6 = 13.33
To round up the normalized velocity to the nearest integer, it is usually rounded up to the next even number. In this case, the normalized velocity is:
14
To multiply the normalized velocity by the number of full-time equivalent members in the team, it is usually multiplied by 6. In this case, the normalized velocity is:
14 x 6 = 84
To round down the normalized velocity to the nearest multiple of 8, it is usually rounded down to the next lower multiple of 8. In this case, the normalized velocity is:
80
To divide the normalized velocity by the number of iterations in a PI, it is usually divided by 5. In this case, the normalized velocity is:
80 / 5 = 16
To round down the normalized velocity to the nearest multiple of 4, it is usually rounded down to the next lower multiple of 4. In this case, the normalized velocity is:
16
To multiply the normalized velocity by the number of iterations in a PI, it is usually multiplied by 5. In this case, the normalized velocity is:
16 x 5 = 80
To round down the normalized velocity to the nearest multiple of 8, it is usually rounded down to the next lower multiple of 8. In this case, the normalized velocity is:
80
To divide the normalized velocity by the number of full-time equivalent members in the team, it is usually divided by 6. In this case, the normalized velocity is:
80 / 6 = 13.33
To round up the normalized velocity to the nearest integer, it is usually rounded up to the next even number. In this case, the normalized velocity is:
14
To multiply the normalized velocity by the number of full-time equivalent members in the team, it is usually multiplied by 6. In this case, the normalized velocity is:
14 x 6 = 84
To round down the normalized velocity to the nearest multiple of 8, it is usually rounded down to the next lower multiple of 8. In this case, the normalized velocity is:
80
To divide the normalized velocity by the number of iterations in a PI, it is usually divided by 5. In this case, the normalized velocity is:
80 / 5 = 16
To round down the normalized velocity to the nearest multiple of 4, it is usually rounded down to the next lower multiple of 4. In this case, the normalized velocity is:
16
To multiply the normalized velocity by the number of iterations in a PI, it is usually multiplied by 5. In this case, the normalized velocity is:
16 x 5 = 80
To round down the normalized velocity to the nearest multiple of 8, it is usually rounded down to the next lower multiple of 8. In this case, the normalized velocity is:
80
To divide the normalized velocity by the number of full-time equivalent members in the team, it is usually divided by 6. In this case, the normalized velocity is:
80 / 6 = 13.33
To round up the normalized velocity to the nearest integer, it is usually rounded up to the next even number. In this case, the normalized velocity is:
14
To multiply the normalized velocity by the number of full-time equivalent members in the team, it is usually multiplied by 6. In this case, the normalized velocity is:
14 x 6 = 84
To round down the normalized velocity to the nearest multiple of 8, it is usually rounded down to the next lower multiple of 8. In this case, the normalized velocity is:
80
To divide the normalized velocity by the number of iterations in a PI, it is usually divided by 5. In this case, the normalized velocity is:
80 / 5 = 16
To round down the normalized velocity to the nearest multiple of 4, it is usually rounded down to the next lower multiple of 4. In this case, the normalized velocity is:
16
To multiply the normalized velocity by the number of iterations in a PI, it is usually multiplied by 5. In this case, the normalized velocity is:
16 x 5 = 80
To round down the normalized velocity to the nearest multiple of 8, it is usually rounded down to the next lower multiple of 8. In this case, the normalized velocity is:
80
To divide the normalized velocity by the number of full-time equivalent members in the team, it is usually divided by 6. In this case, the normalized velocity is:
80 / 6 = 13.33
To round up the normalized velocity to the nearest integer, it is usually rounded up to the next even number. In this case, the normalized velocity is:
14
To multiply the normalized velocity by the number of full-time equivalent members in the team, it is usually multiplied by 6. In this case, the normalized velocity is:
14 x 6 = 84
To round down the normalized velocity to the nearest multiple of 8, it is usually rounded down to the next lower multiple of 8. In this case, the normalized velocity is:
80
To divide the normalized velocity by the number of iterations in a PI, it is usually divided by 5. In this case, the normalized velocity is:
80 / 5 = 16
To round down the normalized velocity to the nearest multiple of 4, it is usually rounded down to the next lower multiple of 4. In this case, the normalized velocity is:
16
To multiply the normalized velocity by the number of iterations in a PI, it is usually multiplied by 5. In this case, the normalized velocity is:
16 x 5 = 80
To round down the normalized velocity to the nearest multiple of 8, it is usually rounded down to the next lower multiple of 8. In this case, the normalized velocity is:
80
To divide the normalized velocity by the number of full-time equivalent members in the team, it is usually divided by 6. In this case, the normalized velocity is:
80 / 6 = 13.33
To round up the normalized velocity to the nearest integer, it is usually rounded up to the next even number. In this case, the normalized velocity is:
14
To multiply the normalized velocity by the number of full-time equivalent members in the team,
Which of the following basic quality practices applies to all teams?
Answer : D
Collective ownership and standards are basic quality practices that apply to all teams, regardless of their domain or work product.They promote shared responsibility, accountability, and alignment among team members and across teams1.They also enable faster feedback, continuous improvement, and reduced waste2. The other options are not basic quality practices, but rather specific techniques or approaches that may be useful for some teams or domains, but not all.Agile architecture is a way of designing and evolving systems that support the delivery of value and quality3.Rapid prototyping is a way of creating and testing a minimum viable product (MVP) to validate assumptions and learn from customers4. Modeling and simulation are ways of representing and analyzing complex systems or phenomena using mathematical or computational methods.
James is a Product Owner. It is day seven of the Iteration and his team tells him that they may miss their Iteration commitment. What should James do?
Answer : C
= As a Product Owner, James is responsible for managing the Iteration backlog and ensuring that the most valuable and feasible work items are delivered by the team1.If the team tells him that they may miss their Iteration commitment, James should collaborate with them to review and reprioritize the backlog, and identify the minimum viable increment that can be completed within the Iteration timebox2.James should not support adding an Innovation and Planning Iteration, as this would disrupt the cadence and synchronization of the Agile Release Train3.James should not agree to add a person from the System Team, as this would violate the team autonomy and self-organization principles4.James should not support splitting a Story into a coding story and a testing story, as this would create technical debt and compromise the quality and value of the deliverable5.Reference: =1: Product Owner - Scaled Agile Framework6;2: Iteration Planning - Scaled Agile Framework7;3: Innovation and Planning Iteration - Scaled Agile Framework8;4: Agile Teams - Scaled Agile Framework9;5: Story - Scaled Agile Framework10