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State University of Information and Communication Technologies
State University of Information and Communication Technologies

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Our everyday life. Defense of projects on discipline “Professional practice of program engineering” with the use of SCRUM methodology

09:09, 27-03-2016

On 16 and 23 March 2016 defense of software engineering students' projects took place. Within a month, the students worked in teams using the SCRUM methodology.

Scrum is an iterative and incremental agile software development framework for managing product development. It defines "a flexible, holistic product development strategy where a development team works as a unit to reach a common goal", challenges assumptions of the "traditional, sequential approach" to product development, and enables teams to self-organize by encouraging physical co-location or close online collaboration of all team members, as well as daily face-to-face communication among all team members and disciplines in the project.

A key principle of scrum is its recognition that during production processes, the customers can change their minds about what they want and need (often called requirements volatility), and that unpredicted challenges cannot be easily addressed in a traditional predictive or planned manner. As such, scrum adopts an empirical approach—accepting that the problem cannot be fully understood or defined, focusing instead on maximizing the team's ability to deliver quickly, to respond to emerging requirements and to adapt to evolving technologies and changes in market conditions.

Roles

There are three core roles in the scrum framework. These core roles are those committed to the project in the scrum process—they are the ones producing the product (objective of the project). They represent the scrum team. Although other roles may be encountered in real projects, scrum does not define any team roles other than those described below.

Product owner

The product owner represents the stakeholders and is the voice of the customer, who is accountable for ensuring that the team delivers value to the business. The product owner writes (or has the team write) customer-centric items (typically user stories), ranks and prioritizes them, and adds them to the product backlog. Scrum teams should have one product owner, this role should not be combined with that of the scrum master. The product owner should be on the business side of the project, and should never interfere or interact with team members on the technical aspects of the development task. This role is equivalent to the customer representative role in some other agile frameworks.

Development team

The development team is responsible for delivering potentially shippable increments (PSIs) of product at the end of each sprint (the sprint goal). A team is made up of 3–9 individuals who do the actual work (analyse, design, develop, test, technical communication, document, etc.). Development teams are cross-functional, with all of the skills as a team necessary to create a product increment. The development team in scrum is self-organizing, even though there may be some level of interface with project management offices (PMOs).

Scrum master

Scrum is facilitated by a scrum master, who is accountable for removing impediments to the ability of the team to deliver the product goals and deliverables. The scrum master is not a traditional team lead or project manager, but acts as a buffer between the team and any distracting influences. The scrum master ensures that the scrum process is used as intended. The scrum master helps ensure the team follows the agreed scrum processes, often facilitates key sessions, and encourages the team to improve. The role has also been referred to as a team facilitator or servant-leader to reinforce these dual perspectives.

According to the methodology Scrum team consisted of 4 people of different skills: developers, analysts, testers. Teams organized themselves to perform specific tasks in the project, allowing them to respond flexibly to any possible problem.

During the defense students were put in extreme conditions and had to convey the basic idea of his project in 5 minutes, and so that potential investors believed in this project and has agreed to provide funds.

The best projects were recognized: "Entertainment", "Gentleman", "Electronic University", "Fresh juice, health and youth", "Chip".

Thanks to senior lecturer of the Applied programming department O. Marchenko students received practical skills in teamwork and created projects. We hope that in future we will see Internet implementation of the projects that will bring profit to their owners.

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