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Testování vývoje bankovního systému / Testing during development of the banking systemMacháčková, Blanka January 2016 (has links)
The thesis deals with software testing in company, whose activities are financial services . Emphasis is placed on the current development model , which was recently changed from waterfall type to the agile type . This transition is described using the comparison . The work is focused on the ideal composition of the scrum team. Such a team could more easily develop new functionality. Finally, described the tools that are necessary for development and testing .
The aim is to analyze and propose improvements in process development testing of new functionality to the financial system. As a result of this activity is a proposal to improve the process , not only testing, but also a process that is itself before starting the tests.
Output work is the connection of these analyzes and design process testing, which would save the company costs .
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Análisis, diseño e implementación del módulo de caja para el ERP Educativo de un Instituto de Idiomas en la ciudad de HuancayoHuaman Mayta, Denny Edwin 05 October 2018 (has links)
Esta tesis se centra en el análisis, diseño e implementación de un sistema informático para un centro de idiomas de la ciudad de Huancayo, dado su rápido crecimiento referente a cantidad de alumnado, diversidad de ciclos, número de docentes, que lo caracterizan como un sistema complejo, por lo cual se planteó desarrollar el módulo de caja como parte del Enterprise Resource Planning (ERP) educativo para esta organización, que cumpla con características de modularidad, escalabilidad, usabilidad y funcionalidad. Se empleó SCRUM como metodología ágil de desarrollo de software, se requirió de 8 iteraciones, con sprints de 15 días de duración, entregables iterativos e incrementales, que permitieron reducir los riesgos y optimizar el uso de recursos en las actividades designadas. Concluyéndose con esta tesis se logró desarrollar el módulo de Caja, con el objetivo de brindar información oportuna, del que se obtuvo aceptaciones de 38% como totalmente oportuno y 57% oportuno por parte de los usuarios finales. Concluyéndose también que el diseño del módulo de caja del ERP considera la máxima modularidad posible, ya que se ha diseñado pensando en la menor interdependencia entre este módulo y los otros módulos del ERP. Así mismo la implementación del módulo de caja del ERP educativo tiene un tiempo de respuesta aceptable por parte de los usuarios finales y estudiantes, obteniéndose que el 40% de estudiantes refieren que es muy rápido, el 38% refieren que es rápido, el 22% refieren que es regular y con un 0% indican que es lento o muy lento. Finalmente se concluye que se ha mejorado la calidad de atención, ya que se obtuvo un 52% muy bueno, 22% bueno, 10% regular, 10% deficiente y un 6% malo.
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SLESS 2.0: uma evolução da abordagem de integração do Scrum e Lean Six Sigma para aplicações móveis / SLESS 2.0: an evolution of the Scrum and Lean Six Sigma integration approah for mobile applicationsCunha, Thiago Ferraz Vieira da January 2014 (has links)
CUNHA, Thiago Ferraz Vieira da. SLESS 2.0: uma evolução da abordagem de integração do Scrum e Lean Six Sigma para aplicações móveis. 2014. 133 f. Dissertação (Mestrado em ciência da computação)- Universidade Federal do Ceará, Fortaleza-CE, 2014. / Submitted by Elineudson Ribeiro (elineudsonr@gmail.com) on 2016-09-09T12:58:00Z
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Previous issue date: 2014 / The software development for mobile devices such as mobile phones, smartphones and tablets requires knowledge not only of processes but also related to software and hardware technology platforms of these devices. Continuous improvement in the performance of these platforms and the increasing demand for a variety of applications require a high competitiveness and, therefore, high levels of productivity and quality. In this scenario, agile methodologies are used and fit well to frequently changing requirements and to time to market. Among these methodologies, Scrum is one of the most accepted and used, contributing to the improvement of project management, team productivity, product quality and increasing the probability of project success. On the other hand, there is an increasing adoption of quality management methodologies such as Lean Six Sigma in Information Technology and Communication (ICT) organizations due to their proven results in improving processes development and quality of services and products developed. Methodologies such as Scrum and Lean Six Sigma have different goals, however, they can contribute together in the development of software for mobile devices. In literature, there are studies that propose the integration of agile methodologies and software quality, however, they have gaps regarding the possibility of systematic reuse of this integration, as well as in evaluating the use of these integrated methodologies. Thus, this paper proposes an evolution of an existing approach, called SLeSS, that integrates Scrum to Lean Six Sigma and has been used in the software customization for mobile phones. The evolution of this approach is to add software development in addition to customization and improve integration mechanisms initially proposed with a focus on evaluation of the practices and principles of Scrum from the use of techniques of Lean Six Sigma. This new version is applied in seven actual projects that are related to software development and customization for mobile devices and their results are also discussed in this dissertation. / O desenvolvimento de software para dispositivos móveis como smartphones, celulares e tablets requer conhecimento dos processos e das tecnologias relacionadas às plataformas de software e de hardware desses dispositivos. A melhoria contínua no desempenho dessas plataformas e a demanda crescente por uma variedade de aplicações impõem uma alta competitividade e, por conseguinte, exigem níveis elevados de produtividade e de qualidade dos projetos de desenvolvimento. Nesse cenário, as metodologias ágeis são utilizadas por se adequarem bem às frequentes mudanças de requisitos e às demandas de prazo desse nicho de mercado. Dentre essas metodologias, o Scrum é uma das mais aceitas e utilizadas, contribuindo na melhoria da gestão de projetos, na produtividade do time, na qualidade dos produtos e no aumento da probabilidade de sucesso dos projetos. Por outro lado, há uma crescente adoção de metodologias de gestão da qualidade como o Lean Six Sigma por organizações da área de Tecnologia da Informação e Comunicação (TIC) devido aos seus resultados comprovados na melhoria dos processos de desenvolvimento e da qualidade dos serviços e dos produtos desenvolvidos. Metodologias como o Scrum e o Lean Six Sigma possuem objetivos distintos, entretanto, elas podem contribuir juntas no desenvolvimento de software para dispositivos móveis. Na literatura existem trabalhos que propõem a integração de metodologias ágeis e de qualidade de software, entretanto, esses trabalhos possuem lacunas no que tange a possibilidade de reuso sistemático das mesmas bem como a avaliação do uso dessas metodologias integradas. Este trabalho propõe então uma evolução de uma abordagem já existente, denominada SLeSS, que integra o Scrum ao Lean Six Sigma e que foi utilizada na customização de software para celulares. Essa evolução visa ampliar a abordagem tanto para o desenvolvimento de software além da customização quanto para melhorar os mecanismos de integração inicialmente propostos com um foco na avaliação das práticas e princípios do Scrum a partir do uso de técnicas do Lean Six Sigma. Para avaliar a nova versão, ela é aplicada em sete projetos reais de desenvolvimento e customização de software para dispositivos móveis e seus resultados são também discutidos nesta dissertação.
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A Study of Creativity and Innovation within Agile Project Management : A Quasi-experimental Case Study of a Scrum TeamSjölund, Erik January 2018 (has links)
This master thesis has been conducted at Uppsala University and was performed in collaboration with the company Alten Sverige AB during a time period of twenty weeks.The purpose of the study was to enhance the creative and innovational output of agile project teams within the organization by revising and improving an existing management system. The thesis was divided into two main phases. The first phase had a theoretical focus and included a literature study with the objective to create a knowledge baseline from academia, compare it with the existing system, and to revise and improve the management system. The second phase had an empirical and consisted of a quasi-experimental case study of a scrum team and implementation of the management system with the objective to get information of how the studied team perceived the improved system.The literature study looked into three main topics; creativity, innovation, and agility. The topics was studied to see the connections between them and to find common barriers and enablers for creative and innovational output. The case study observed and interacted with the scrum team to gather information about their current work process. Their work process later altered during the quasi-experimental implementation stage based on the new requirements within the updated management system. To see if the team’s perception of the work process had changed a questionnaire was answered before and after the work process was altered. The questionnaire was answered by the studied team and a reference group to increase the studies validity.The results from the literature study showed that there were several characteristics of creativity, innovation and agility that was considered to be either enablers or barriers and a few characteristics which saw contradictions in the literature. The findings from the study was compared, analyzed and mapped out into topics, sub-topics, and requirements within the management system, which was simultaneously updated. The results from the implementation stage and the documentation of the team’s changed perceptions showed that eleven characteristics identified as enabler was strengthened by the empirical findings, one enabler was weakened (deadlines), and one new enabler emerged (direct contact with external expertise or customer). Regarding the barriers, four of them was strengthened, one was weakened (diversity), and one new barrier was discovered (insufficient documentation).
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Agile Project Management Challenges : Analyzing and Exploring Agile Project Management Challenges from a Practitioner Perspective: A case study on HMSMohan, Aneesha January 2018 (has links)
No description available.
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Hur undervisa om agila projekt som arbetsform. : Utbildning i strukturerat och agilt projektarbete med det pedagogiska konceptet organiserade syften. / How to teach project management with agile methods as way-of-working.Forsberg, Per-Arne January 2018 (has links)
Sammanfattning/AbstractDenna uppsats erbjuder en skalbar lektionssekvens som på ett adekvat pedagogiskt sätt introducerar elever på teknisk linje till att anamma dynamiska agila projektarbetsformer som utnyttjas inom näringslivet för att få fram nya produkter och tjänster. Detta är centralt för att uppfylla de krav som finns på teknikutbildningen på gymnasienivån och utgörs av att eleverna ska få förmåga att arbeta tillsammans i projektform för att lösa realistiska problem och sedan använda sig av teknikutvecklingsprocessen för att ta fram användbara lösningar.Uppsatsen presenterar det pedagogiska konceptet med organiserade syften för att få eleverna att förstå de begrepp och principer som utgör de centrala delarna av denna arbetsform. Konceptet bygger på närliggande och övergripande syften där målet är att det närliggande syftet blir ett fruktbart mål-i-sikte för eleverna samtidigt som det görs kontinuerligt med övergripande syfte. För ett antal aktuella begrepp och principer presenters ett antal alternativa närliggande syften med avsikten att underlätta och stimulera pedagogens möjlighet att utnyttja detta koncept för att förbättra undervisningen vad gäller agila projektformer.För att tillgodogöra sig denna arbetsform på ett effektivt sätt krävs enligt den didaktiska litteraturen att eleverna utvecklar en produkt/tjänst som löser ett problem inom ett definierat område. Detta innebär att eleverna inom ramen för lektionssekvensen dessutom får utveckla förmågan att brottas med autentiska problem där de får söka sig fram till en lösning samtidigt som de får ta del av kollegialt lärande. Detta är väsentliga byggstenar för att tillgodogöra sig teknisk kunskap och utgör ett sekundärt lärandemål med lektionssekvensen.
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Um modelo de fábrica de software em Instituições de Ensino Superior /Romanha, Silas Dias. January 2016 (has links)
Orientador: José Roberto Dale Luche / Coorientador: Jorge Muniz Junior / Banca: Andreia Maria Pedro Salgado / Banca: Carlos José Pereira / Resumo: Este trabalho aborda os aspectos relacionados à implantação de Fábrica de Software (FS) em Instituições de Ensino Superior (IES) no Brasil e busca identificar fatores que influenciam tais instituições na decisão de adotar o referido modelo, assim como os fatores de risco e dificuldades normalmente encontradas durante o processo. A análise realizada neste estudo permite que IES possam se atentar a aspectos que facilitem a implementação de uma Fábrica de Software em seu ambiente acadêmico. O trabalho utiliza como método a pesquisa de campo, a pesquisa documental e apresenta uma análise dos resultados com as instituições pesquisadas. A partir dos resultados observados nestas IES, é apresentada uma proposta de implementação e gerenciamento de Fábrica de Software Acadêmica (FSA), aprovada e implementada na Associação Educacional Dom Bosco (AEDB), incluindo seus resultados parciais / Abstract: This paper addresses the issues related to Software Factory deployment (FS) in Higher Education Institutions (HEIs) in Brazil and aims to identify factors that influence such institutions in the decision to adopt that model, as well as the risk factors and difficulties usually during the process. The analysis in this study allows IES can pay attention to aspects that facilitate the implementation of a Software Factory in their academic environment. The work uses as a method of field research, desk research and analyzes the results of the surveyed institutions. The results observed in these HEIs, the study presents a proposal for deployment and management Academic Software Factory (FSA), approved and implemented in Associação Educacional Dom Bosco (AEDB), including its partial results / Mestre
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O uso da metodologia ?gil como processo de desenvolvimento participativo de sistemasGon?alves, Marcus Vin?cius Guedes 15 June 2017 (has links)
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Previous issue date: 2017-06-15 / No contexto em que a equipe de desenvolvimento do SIGRH est? inserida, em que a quantidade de solicita??es por novas melhorias ? bem maior que a capacidade de entrega, ? necess?ria a ado??o de um processo que priorize o que venha aumentar o m?ximo poss?vel o valor do sistema. Utilizar um processo com excesso de formalidade pode diminuir a velocidade de progresso do projeto. Por outro lado, a falta total de formalidade n?o garante que os objetivos do projeto sejam alcan?ados. Uma metodologia de desenvolvimento ?gil como o Scrum, consegue atender a esses requisitos, com entregas frequentes, resultando no aumento da satisfa??o dos clientes, e melhorias no comprometimento, motiva??o, colabora??o e troca de conhecimento entre os membros da equipe de desenvolvimento. O objetivo deste trabalho foi descrever o processo de implanta??o do Scrum e, aplicando-se t?cnicas de design participativo, a cria??o e utiliza??o de uma ferramenta para apoiar as atividades segundo as pr?ticas do Scrum, possibilitando o registro colaborativo das informa??es, facilitando o acompanhamento do progresso por toda a equipe e auxiliando na gest?o do projeto. / In a context in which the development team is not able to deliver the amount of requests for new improvements, a process that prioritizes what will add maximum possible value for the system is desired. Using a process with too much formality can slow the progress of the project. On the other hand, the total lack of formality does not ensure that project objectives are met. An agile development methodology such as Scrum can meet these requirements, with frequent deliveries, resulting in increased customer satisfaction, and improvements in commitment, motivation, collaboration and knowledge exchange among the development team. The objective of this paper was to describe the Scrum implementation process and, using participatory design techniques, the build and use of a tool to support activities according to Scrum practices, enabling the collaborative registration of information, facilitating the monitoring of progress by the entire team and assisting in project management.
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Introducing Domain Specific Language for Modeling Scrum ProjectsZhang, Yanpeng, Zhou, Ce January 2016 (has links)
Context. A clear software process definition is important because it can help developers to share a common understanding and improve the development effectiveness. However, if the misconceptions or misunderstandings are introduced to the team during the process definition, it will bring numerous uncertain problems to the projects and reduce the productivity. Scrum is one of the most popular Agile development processes. It has been frequently used in software development. But the misunderstanding of usage of the Scrum method always leads to situations where teams cannot achieve the hyper-productivity even failure. Therefore, introducing a reasonable graphical language for describing the Scrum process may help learners to gain a correct and common understanding of the Scrum method. Objectives. In this study, we introduce a graphical Domain Specific Language for modeling the Scrum process and specific Scrum projects. Further, we evaluated the proposed language to figure out if and how this language can help developers learn Scrum method and understand the specific Scrum projects. For the first, we decide to extract the essential elements and their relative relationships of the Scrum process, and based on that, we define and specify the graphical language. After that, we evaluate the proposed graphical language to validate whether this language can be considered as useful to help developers to learn Scrum method and understand the specific Scrum projects. Methods. In order to define the graphical language, we studied and reviewed the literature to extract the essential elements and their relationships for describing the Scrum process. Based on that, we defined and specified the graphical DSL. With the aim of evaluating the proposed graphical language, we performed the experiment and survey method. This experiment was conducted in an educational environment. The subjects were selected from the undergraduate and master students. At the same time, we carried out a survey to capture the developers‘ opinions and suggestions towards the proposed language in order to validate its feasibility. Results. By studying the literature, we listed and specified the essential elements for describing the Scrum process. By executing the experiment, we evaluated the efficiency and effectiveness of learning Scrum in using the proposed language and the natural language. The result indicates that the graphical language is better than the natural language in training Scrum method and understanding specific Scrum projects. The result shows that the proposed language improved the understandability of the Scrum process and specific Scrum projects by more than 30%. We also performed a survey to investigate the potential use of the proposed graphical DSL in industry. The Survey results show that participants think the proposed graphical language can help them to better understand the Scrum method and specific Scrum projects. Moreover, we noticed that the developers who have less Scrum development experience show more interests in this proposed graphical language. Conclusions. To conclude, the obtained results of this study indicate that a graphical DSL can improve the understandability of Scrum method and specific Scrum projects. Especially in managing the specific Scrum project, subjects can easily understand and capture the detailed information of the project described in the proposed language. This study also specified the merits and demerits of using the graphical language and textual language in describing the Scrum process. From the survey, the result indicates that the proposed graphical language is able to help developers to understand Scrum method and specific Scrum projects in industry. Participants of this survey show positive opinion toward the proposed graphical language. However, it is still a rather long way to applying such a graphical language in Scrum projects development because companies have to consider the extra learning effort of the graphical DSL.
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Systemutvecklingsmetoders syn på testning : En jämförande studieKara, Vikesh, Pursiainen, Pasi January 2008 (has links)
För att utveckla informationssystem använder företag och organisationer ofta systemutvecklingsmetoder. Att välja en systemutvecklingsmetod kan många gånger vara svårt, då olika systemutvecklingsmetoder lämpar sig för olika sorters projekt. Systemutvecklingsmetoder har bakomliggande filosofi som påverkar hur olika delar av informationssystemsutvecklingen sköts. Exempelvis är testning en viktig del i utvecklandet av informationssystem. Vi har därför i denna studie valt att inrikta oss på hur systemutvecklingsmetoder ser på testning. Denna studie grundar sig i en litteraturstudie där vi som syfte haft att jämföra systemutvecklingsmetoderna; RUP, DSDM och Scrum i avseende systemutvecklingsmetodernas syn på testning. Vi har använt oss av ett ramverk som vi vidareutvecklat med utgångspunkt från Avison & Fitzgeralds (2003) ramverk. Med hjälp av vårt ramverk har vi jämfört olika attribut hos systemutvecklingsmetoderna som rör testning och kommit fram till följande slutsatser: <ul type="disc">RUP lägger stor vikt vid testning. Likt allt annat i RUP finns det dokumentation och stöd för hur testning bör utföras. RUP har även kvalitetsattribut som styr testning. DSDM lägger stor vikt vid testning. Det finns dokumentation och stöd, men mycket lämnas öppet till SU-metodanvändaren. Testning styrs genom en teststrategi. Scrum lägger vikt vid testning, men det finns inget stöd för hur testning ska utföras. Det är upp till SU-metodanvändaren att styra upp en testningsprocess.
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