Agile Glossary

Team

What is Team?

A “team” in the Agile sense is a small group of people, assigned to the same project or effort, nearly all of them on a full-time basis. A small minority of team members may be part-time contributors or may have competing responsibilities.

The notion of a team entails shared accountability: good or bad, the outcomes should be attributed to the entire team rather than to any individual.

The team is expected to possess all of the necessary competencies, whether technical (programming, designing, testing) or business (domain knowledge, decision-making ability).

Roles and responsibilities do not matter as much as results: a developer may test, perform analysis or think about requirements; an analyst or domain expert can suggest ideas about implementation, and so on.

Common Pitfalls

  • the most elementary error is to equate “group” and “team”, to think that a team results automatically from having people work together
  • a team should have at least three people (two is a pair), and will generally not exceed ten or so
  • a single person may be a contributor to more than one “project” simultaneously, but it is highly unlikely that they will consider themselves as belonging to more than one “team” at the same time

Origins

  • 2004: Kent Beck proposes “Whole Team” as the new denomination for the practice previously known as “On Site Customer”

Academic Publications

Tuckman’s conceptual model (“norming, forming, storming, performing”) is probably the most often cited with respect to the dynamics of Agile teams.

However, several competing and more recent models exist. One study specifically concerned with software teams found suggestive empirical validation of their TWQ (Teamwork Quality) framework as a factor correlated with project outcomes; the TWQ construct is composed of Communication, Coordination, Balance of Member Contributions, Mutual Support, Effort and Cohesion.

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Additional Agile Glossary Terms

In the context of software development, build refers to the process that converts files and other assets under the developers' responsibility into a software product in its final or consumable form. The build is automated when these steps are repeatable, require no direct human intervention, and can be performed at any time with no information other than what is stored in the source code control repository.
Story mapping consists of ordering user stories along two independent dimensions based on the order activities occur and sophistication of implementation.
Antipatterns are common solutions to common problems where the solution is ineffective and may result in undesired consequences.
In consultation with the customer or product owner, the team divides up the work to be done into functional increments called "user stories."
The Given-When-Then formula is a template intended to guide the writing of acceptance tests for a User Story: (Given) some context, (When) some action is carried out, (Then) a particular set of observable consequences should obtain.
In the context of software development, build refers to the process that converts files and other assets under the developers' responsibility into a software product in its final or consumable form. The build is automated when these steps are repeatable, require no direct human intervention, and can be performed at any time with no information other than what is stored in the source code control repository.
A timebox is a previously agreed period of time during which a person or a team works steadily towards completion of some goal.

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