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ISTQB Agile Tester Extension Exam Theory Study Material Part 2

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ISTQB Agile Tester Extension Exam Theory Study Material Part 2

Have a deep study of this entire question bank containing theory portion with detailed explanation. This study resource is as per the latest syllabus.

Just 1 hr. of time spent in brushing up your knowledge just before the ISTQB Agile Tester Extension Exam shall be of great help in clearing it.

Set of 10 Questions (Q. 11 to 20) with detailed explanation

Q. 11: What are the benefits of “Power of Three”?

The benefits of "Power of Three" are:

1) Transfer of the knowledge among the entire team.
2) Improved communication and collaboration among the team
3) Reduced documentation work.
4) Enhancement of skills for all team members.

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Q. 12: What are "Early and Frequent Feedback" systems in agile development?

Agile projects are developed in the form of short incremental units that are subjected to short iterations or sprints.

Due to these short iterations, the project team receive early and continuous feedback on product quality

from testers and customers throughout the product development lifecycle.

Frequent feedback is extremely important for the agile development teams. Because of this, the team is able to understand whether they are approaching in the right direction as planned or not.

One of the methods of getting rapid feedback is through continuous integration.

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Q. 13: What are the benefits of early and frequent feedbacks in agile projects?

Benefits of early and frequent feedback are:

1) Incorporating most of the new changes into the product development process early. This way, the product better reflects what the customer wants.

2) Laying focus on the features with the highest business value, or associated risk, and these are delivered to the customer first.

3) Better team management since the capability of the team is transparent to everyone.

4) Avoiding requirements misunderstandings, which may not have been detected until later in the development cycle when they are more expensive to fix.

5) Discovering, isolating, and resolving quality problems early.

6) Providing information to the agile team regarding its productivity and ability to deliver.

7) Promoting consistent project momentum.

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Q. 14: What is the rapid release cycle in agile projects?

The product increments developed by agile development team are reviewed by all stakeholders and feedback is provided by testers and customers.

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Priority of further actions is decided by the product owner.

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Q. 15: What are the different common practices and agile approaches used by the organizations?

Common practices used by the agile organizations are:

1) Collaborative user story creation,
2) Retrospectives,
3) Continuous integration,
4) Planning for every iteration and for overall release.

Several agile approaches are used to implement the values and principles of the Agile Manifesto in different ways.

Three representatives of Agile approaches are:

1) Extreme Programming (XP)
2) Scrum
3) Kanban

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Q. 16: What is Extreme Programming?

Extreme Programming (XP), is an Agile approach to software development, intended to improve software quality and responsiveness to changing customer requirements.

The name “Extreme Programming” came from the concept that the benefits of conventional software engineering practices are taken to the "Extreme" levels.

Extreme Programming emphasizes on frequent "releases" in short development cycles for improvement in productivity.

Extreme Programming enables introduction of checkpoints at which new customer requirements can be adopted and the problem is better understood.

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Q. 17: What are the “Fourteen Principles” of Extreme Programming?

Extreme Programming uses following set of principles being additional guidelines for software development:

1) Humanity
2) Economics
3) Mutual benefit
4) Self-similarity
5) Improvement
6) Diversity
7) Reflection
8) Flow
9) Opportunity
10) Redundancy
11) Failure
12) Quality
13) Baby steps
14) Accepted responsibility

<<<<<< =================== >>>>>>

Q. 18: What are the “Thirteen Primary Practices” of Extreme Programming?

1) Sit together
2) Whole team
3) Informative workspace
4) Energized work
5) Pair programming
6) Stories creation
7) Weekly cycle
8) Quarterly cycle
9) Slack
10) Ten-minute build
11) Continuous integration
12) Test first programming
13) Incremental design

<<<<<< =================== >>>>>>

Q. 19: What are the “Five values” which guide the software development in Extreme Programming?

1) Communication
2) Simplicity
3) Feedback
4) Courage
5) Respect

<<<<<< =================== >>>>>>

Q. 20: What is “Scrum”?

Scrum is a lightweight agile management simple framework which prescribes an iterative and incremental approach for doing a Scrum Project. This framework in its simple form is best used for smaller, one-team projects, but can be made usable in bigger multi-teams projects as well.

Scrum is quite opposite of Extreme Programming and does not emphasize on particular software development techniques (like test-first programming).

Scrum does not prescribe specific guidelines on how testing has to be done in a Scrum project. Rather it defines some general guidelines with very few rules, roles, artifacts, and events etc.

Scrum contains many constituent instruments and practices like – Sprint, Product increment, Product Backlog, Sprint Backlog, Definition of done, Time Boxing, Transparency etc.

ISTQB Agile Tester Extension Exam Theory Study Material Part 3

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