Save
Busy. Please wait.
Log in with Clever
or

show password
Forgot Password?

Don't have an account?  Sign up 
Sign up using Clever
or

Username is available taken
show password


Make sure to remember your password. If you forget it there is no way for StudyStack to send you a reset link. You would need to create a new account.
Your email address is only used to allow you to reset your password. See our Privacy Policy and Terms of Service.


Already a StudyStack user? Log In

Reset Password
Enter the associated with your account, and we'll email you a link to reset your password.
focusNode
Didn't know it?
click below
 
Knew it?
click below
Don't Know
Remaining cards (0)
Know
0:00
Embed Code - If you would like this activity on your web page, copy the script below and paste it into your web page.

  Normal Size     Small Size show me how

APMP Section 2

Project life cycles

QuestionAnswer
Agile A family of development methodologies where requirements and solutions are developed iteratively throughout the life cycle.
Closure The formal end point of a project or programme, either because it has been completed or because it has been terminated early.
Concept Concept is the first phase in the project or programme life cycle. During this phase the need, opportunity or problem is confirmed, the overall feasibility of the work is considered and a preferred solution identified
Define The phase of a portfolio life cycle where the projects, programmes and change to business-as-usual required to meet strategic objectives are identified and evaluated.
Definition The second phase of a project or programme life cycle where requirements are refined, the preferred solution is identified and ways of achieving it are identified.
Extended life cycle A life cycle model that includes the operation of outputs and realisation of benefits.
Handover The point in the life cycle where deliverables are handed over to the sponsor and users.
Initial The first level of a typical maturity model where processes are typically ad hoc and occasionally chaotic.
Life cycle The inter-related phases of a project, programme or portfolio and provides a structure for governing the progression of work.
Phase The major subdivision of a life cycle.
Repeatable The second level of a typical maturity model where basic processes are established and the necessary discipline is in place to repeat earlier successes.
Rolling wave planning The process whereby short term work is planned in detail and longer term work is planned in outline only.
Spiral life cycle A life cycle model that combines features of both iterative development and the waterfall method.
Sprint A regular repeatable work cycle in agile development. Also known as an ‘iteration’.
Stage A sub-division of the development phase of a project created to facilitate approval gates at suitable points in the life cycle.
Termination The decommissioning and disposal of a deliverable at the end of its useful life.
V life cycle A graphical representation of a life cycle where horizontal lines connect related front and back-end phases.
Waterfall model A type of life cycle where phases are sequential.
Knowledge management The systematic management of information and learning. It turns personal information and experience into collective knowledge that can be widely shared throughout an organisation and a profession.
Lessons learned Documented experiences that can be used to improve the future management of projects, programmes and portfolios.
Reviews A review is a critical evaluation of a deliverable, business case or P3 management process.
Created by: lworsley
Popular Management sets

 

 



Voices

Use these flashcards to help memorize information. Look at the large card and try to recall what is on the other side. Then click the card to flip it. If you knew the answer, click the green Know box. Otherwise, click the red Don't know box.

When you've placed seven or more cards in the Don't know box, click "retry" to try those cards again.

If you've accidentally put the card in the wrong box, just click on the card to take it out of the box.

You can also use your keyboard to move the cards as follows:

If you are logged in to your account, this website will remember which cards you know and don't know so that they are in the same box the next time you log in.

When you need a break, try one of the other activities listed below the flashcards like Matching, Snowman, or Hungry Bug. Although it may feel like you're playing a game, your brain is still making more connections with the information to help you out.

To see how well you know the information, try the Quiz or Test activity.

Pass complete!
"Know" box contains:
Time elapsed:
Retries:
restart all cards