Kanban (development)
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Kanban (development)
Kanban (Japanese: , meaning signboard or billboard) is a lean method to manage and improve work across human systems. This approach aims to manage work by balancing demands with available capacity, and by improving the handling of system-level bottlenecks. Work items are visualized to give participants a view of progress and process, from start to finish—usually via a kanban board. Work is pulled as capacity permits, rather than work being pushed into the process when requested. In knowledge work and in software development, the aim is to provide a visual process management system which aids decision-making about what, when, and how much to produce. The underlying kanban method originated in lean manufacturing, which was inspired by the Toyota Production System. It has its origin in the late 1940s when the Toyota automotive company implemented a production system called just-in-time; which had the objective of producing according to customer demand and identifying pos ...
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Kanban Board Example
Kanban (Japanese Language, Japanese: カンバン and Chinese Language, Chinese: 看板, meaning signboard or Billboard (advertising), billboard) is a Scheduling (production processes), scheduling system for lean manufacturing (also called just-in-time manufacturing, abbreviated JIT). Taiichi Ohno, an industrial engineer at Toyota, developed kanban to improve manufacturing efficiency. The system takes its name from the cards that track production within a factory. Kanban is also known as the ''Toyota nameplate system'' in the automotive industry. Kanban became an effective tool to support running a production system as a whole, and an excellent way to promote improvement. Problem areas are highlighted by measuring lead time and cycle time of the full process and process steps. One of the main benefits of kanban is to establish an upper limit to work in process (commonly referred as "WIP") inventory to avoid overcapacity. Other systems with similar effect exist, for example CONWIP ...
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Scrum (software Development)
Scrum is a framework for project management commonly used in software development, although it has been used in other fields including research, sales, marketing and advanced technologies. It is designed for teams of ten or fewer members who break their work into goals that can be completed within time-boxed iterations, called ''sprints.'' Each sprint is no longer than one month and most commonly lasts two weeks. The scrum team assesses progress in time-boxed daily meetings of 15 minutes or fewer, called daily scrums (a form of stand-up meeting). At the end of the sprint, the team holds two further meetings: one sprint review intended to demonstrate the work done for stakeholders and solicit feedback, and one sprint retrospective intended to enable the team to reflect and improve. Name The term ''scrum'' is borrowed from rugby, where it is a formation of players. The term ''scrum'' was chosen by the paper's authors because it implies teamwork. The software development t ...
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Agile Software Development
In software development, agile (sometimes written Agile) practices include requirements discovery and solutions improvement through the collaborative effort of self-organizing and cross-functional teams with their customer(s)/ end user(s), adaptive planning, evolutionary development, early delivery, continual improvement, and flexible responses to changes in requirements, capacity, and understanding of the problems to be solved. Popularized in the 2001 ''Manifesto for Agile Software Development'', these values and principles were derived from and underpin a broad range of software development frameworks, including Scrum and Kanban. While there is much anecdotal evidence that adopting agile practices and values improves the effectiveness of software professionals, teams and organizations, the empirical evidence is mixed and hard to find. History Iterative and incremental software development methods can be traced back as early as 1957, Gerald M. Weinberg, as quoted in " ...
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List Of Software Development Philosophies
This is a list of approaches, styles, methodologies, philosophies in software development and engineering. It also contains programming paradigms, software development methodologies, software development processes, and single practices, principles and laws. Some of the mentioned methods are more relevant to a specific field than another, such as automotive or aerospace. The trend towards agile methods in software engineering is noticeable, however the need for improved studies on the subject is also paramount. Also note that some of the methods listed might be newer ''or'' older ''or'' still in use ''or'' out-dated, and the research on software design methods is not new and on-going. Software development methodologies, guidelines, strategies Large-scale programming styles * Behavior-driven development * Design-driven development * Domain-driven design * Secure by design * Test-driven development ** Acceptance test-driven development ** Continuous test-driven development ** ...
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User Story
In software development and product management, a user story is an informal, natural language description of features of a software system. They are written from the perspective of an end user or user of a system, and may be recorded on index cards, Post-it notes, or digitally in project management software. Depending on the project, user stories may be written by different stakeholders like client, user, manager, or development team. User stories are a type of boundary object. They facilitate sensemaking and communication; and may help software teams document their understanding of the system and its context. History * 1997: Kent Beck introduces user stories at the Chrysler C3 project in Detroit. * 1998: Alistair Cockburn visited the C3 project and coined the phrase "A user story is a promise for a conversation." * 1999: Kent Beck published the first edition of the book ''Extreme Programming Explained'', introducing Extreme Programming (XP), and the usage of user stories i ...
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Sample Kanban Board
Sample or samples may refer to: Base meaning * Sample (statistics), a subset of a population – complete data set * Sample (signal), a digital discrete sample of a continuous analog signal * Sample (material), a specimen or small quantity of something * Sample (graphics), an intersection of a color channel and a pixel * SAMPLE history, a mnemonic acronym for questions medical first responders should ask * Product sample, a sample of a consumer product that is given to the consumer so that he or she may try a product before committing to a purchase * Standard cross-cultural sample, a sample of 186 cultures, used by scholars engaged in cross-cultural studies People *Sample (surname) *Samples (surname) * Junior Samples (1926–1983), American comedian Places * Sample, Kentucky, unincorporated community, United States * Sampleville, Ohio, unincorporated community, United States * Hugh W. and Sarah Sample House, listed on the National Register of Historic Places in Iowa, United Sta ...
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Xbox Game Studios
Xbox Game Studios (previously known as Microsoft Studios, Microsoft Game Studios, and Microsoft Games) is an American video game publisher and part of the Microsoft Gaming division based in Redmond, Washington. It was established in March 2000, spun out from an internal Games Group, for the development and publishing of video games for Microsoft Windows. It has since expanded to include games and other interactive entertainment for the namesake Xbox platforms, Windows Mobile and other mobile platforms, and web-based portals. History As Microsoft Games and Microsoft Game Studios (2000–2011) In the early 1990s, Microsoft published a few video games. It published subLOGIC's ''Microsoft Flight Simulator'' and several Microsoft Entertainment Pack compilations of minigames, but was best known for MS-DOS and Microsoft Windows. In 1992, the company began increasing its focus on games. It announced ''Microsoft Golf'' for Windows, based on Access Software's '' Links'', and expand ...
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Scrum (software Development)
Scrum is a framework for project management with an initial emphasis on software development, although it has been used in other fields including research, sales, marketing and advanced technologies. It is designed for teams of ten or fewer members who break their work into goals that can be completed within time-boxed iterations, called ''sprints'', no longer than one month and most commonly two weeks. The scrum team assesses progress in time-boxed daily meetings of 15 minutes or fewer, called daily scrums (a form of stand-up meeting). At the end of the sprint, the team holds two further meetings: one sprint review intended to demonstrate the work done for stakeholders and elicit feedback, and one sprint retrospective intended to enable the team to reflect and improve. Name The term ''scrum'' is borrowed from rugby, where it is a formation of players. The term ''scrum'' was chosen by the paper's authors because it implies teamwork. The software development term ''scru ...
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Scrumban
Scrumban is an Agile aligned approach to product delivery which is a hybrid of Scrum and Kanban. Scrumban was originally designed as a way to transition from Scrum to Kanban. History As the Kanban method was becoming more popular , Scrumban was developed as an attempt to make it easier for existing Scrum teams to begin exploring Lean and Kanban concepts . The Method In Scrumban, the teamwork is organized in small iterations and monitored with the help of a visual board, similar to Scrum and kanban boards. To illustrate each stage of work, teams working in the same space often use post-it notes or a large whiteboard. In the case of decentralized teams, visual management software such as Assembla, Targetprocess, Eylean Board, JIRA, Mingle or Agilo for Trac are often use Planning meetings are held to determine what User Stories to complete in the next iteration. The User Stories are then added to the board and the team completes them, working on as few User Stories at a time ...
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Branded Entertainment Network
BEN Group Inc (BEN) is a Los Angeles-based product placement, influencer marketing and licensing company. The company offers product placement, rights clearance, and personality rights management services for the entertainment industry. The company was founded in Seattle by Bill Gates in 1989 as Interactive Home Systems, and later renamed Corbis. The company's original goal was to license and digitize artwork and other historic images for the prospective concept of digital frames. In 1997, Corbis changed its business model to focus on licensing the imagery and footage in its collection. The Corbis collection included contemporary creative, editorial, entertainment, and historical photography as well as art and illustrations. Among its acquisitions were the 11 million piece Bettmann Archive, acquired in 1995; the Sygma collection in France (1999); and the German stock image company ZEFA (2005). Corbis also had the rights to digital reproduction for art from the Hermitage Mus ...
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Kanban
Kanban (Japanese: カンバン and Chinese: 看板, meaning signboard or billboard) is a scheduling system for lean manufacturing (also called just-in-time manufacturing, abbreviated JIT). Taiichi Ohno, an industrial engineer at Toyota, developed kanban to improve manufacturing efficiency. The system takes its name from the cards that track production within a factory. Kanban is also known as the ''Toyota nameplate system'' in the automotive industry. Kanban became an effective tool to support running a production system as a whole, and an excellent way to promote improvement. Problem areas are highlighted by measuring lead time and cycle time of the full process and process steps. One of the main benefits of kanban is to establish an upper limit to work in process (commonly referred as "WIP") inventory to avoid overcapacity. Other systems with similar effect exist, for example CONWIP. A systematic study of various configurations of kanban systems, such as Generalized Kanban or ...
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