Ad hoc |
Latin for "out of control". See "chaos management". |
Advantage
|
Learning to see processes and effects in new ways, on demand; learning to
learn. |
Appraisal |
Determining value. See "Assessment". |
Assessment |
Consideration of something in order to determine its value, with
improvement in mind. |
Benchmarking |
Benchmarking is the search for and implementation of better ideas. It is
a blend of quantitative and qualitative research methods well tested and suited to help
people break into new models of effectiveness and efficiency by finding and studying new
approaches, particularly new processes. Benchmarking projects begin when there's clearly a
need for change and improvement; they end when the learnings have been turned into
improvements in the "customer effect" system. |
Bug |
An insect. |
Chaos Management |
The irrational belief that enough confusion and ad hoc (see "ad
hoc") heroic effort invested in a project will raise the skills and capabilities of
the project team to a sublime level and make the project successful. Chaos management is
hard on the developers, but gives the managers a fail-safe excuse for project failure
("There must not have been enough confusion!"). |
Customers |
The people or organizations who pay for our products and services to
satisfy their needs. |
Defect |
A difference between what something should be and what it is found to be. |
Effect |
The result of actions. Contrast with "side-effects", the
unplanned result of actions. |
Effective |
Having an intended or expected effect. Effectiveness may require a few
tries to get the wished for effect. |
Efficient
|
Acting or producing effectively with a minimum of waste, expense, or
unnecessary effort. Getting the effect directly, because the effect and the process to get
it are understood. |
Evaluation
|
Consideration of something in order to determine its value, for use or
purchase in mind. |
Fluent |
"Process fluency" is the ability to work with existing and to establish
appropriate, robust new processes to meet needs readily and seemingly effortlessly;
capable of flowing with an existing process or to a new process with out disruption or
hesitation. |
Friction-Free
Development |
The consequences of efficient processes followed fluently
with discipline. |
Goals |
The measurable outcomes of following plans to achieve strategies. |
Inspection |
A formal assessment where a work product is examined in detail by someone
other than the developer to detect faults, violations of development standards, and other
problems. |
Life Cycle |
The period of time from when the idea for a product or service is
conceived until the time it is no longer available for use. This includes phases such as a
requirements phase, a development phase, an installation phase, an operation phase, and a
retirement phase. |
Partner |
In Benchmarking, organizations that actively participate in a
benchmarking study by replying to questionnaires or participating in interviews. |
Out of Control |
For processes, when special causes exist that prevent the process from
being performed as designed it is considered to be out of control. |
Pinball |
An analogy that describes why we need to go beyond satisfying our customers
requirements- we have to do more than the minimum to get them to come back, so we can play
again. |
Practice |
Part of a process that is performed locally in "riffs" of
activities; Several practices may contribute to a process. Rehearsal of a process, gaining
experience in performing a process by doing it. |
Process |
A series of actions, changes or functions bringing about a result.
Process is how we create effects for customers, based on our vision, values, strategies,
goals and the tools with which we work. |
Personal Software Process?
(PSP) |
A methodology for giving individual software engineers the capability to
manage their work at CMM Level 5. Together with the Team Software Process, these methods
get improvement results fast. Developed by Watts Humphery and the Software Engineering
Institute, this is the most effective way to make a team productive quickly. |
Quality |
The totality of features and characteristics of a product or service that
bears on its ability to satisfy given needs. Or in other words, the degree to which the
product or service meets its requirements. |
Side Effect |
The unplanned consequence of taking an action without
proper planning. |
Software |
Computer programs, procedures, rules, documentation, and data that
prescribe the way a computer system operates. |
Sponsor |
In benchmarking, organizations that initiate and participate in a
benchmarking study. Sponsors typically set the goals for a study as well as contribute
their information by responding to questionnaires or participating in interviews.
In change or project management the sponsor is the customer, the person or organization
paying for the project or for the change. |
Strategy |
Long term actions that lead to realizing a vision. |
Technology |
Those things that extend human perception and ability to cause effects. |
Testing |
The most expensive process for exercising or evaluating a component,
product or service by manual or automated means to identify differences between expected
and actual results. |
Validation
|
The process of evaluating whether software complies with its
requirements. |
Values |
Those things (e.g. behaviors, customs, feelings) an organization or its
people hold dear and see as necessary to accomplish their vision, and wish to maintain
into the future. |
Verification
|
The process of determining whether work products conform to their
specified requirements. |
Vision |
A shared understanding of the desired future conditions for an
organization or group of people. |
Whole Product |
In change management. the entire set of things it takes to satisfy a
segment of an adopter population that the change will meet their needs. May include: kits,
training, transition packages, consulting, tools, etc. |