Agile Glossary

Timebox

What is Timebox?

A timebox is a previously agreed period of time during which a person or a team works steadily towards the completion of some goal. Rather than allow work to continue until the goal is reached, and evaluate the time taken, the timebox approach consists of stopping work when the time limit is reached and evaluating what was accomplished.

Timeboxes can be used at varying time scales. The “Pomodoro technique” organizes personal work around 25-minute timeboxes. In a completely different domain “speed dating” is known for its seven-minute timeboxes. Time scales ranging from one day to several months have been used.

The critical rule of timeboxed work is that work should stop at the end of the timebox, and review progress: has the goal been met, or partially met if it included multiple tasks?

Origins

Timeboxed iterations are a distinctive feature of the early Agile approaches, notably Scrum and Extreme Programming, but they have an earlier history:

  • 1988: the “timebox” is described as a cornerstone of Scott Schultz’s “Rapid Iterative Production Prototyping” approach in use at a Du Pont spin-off, Information Engineering Associates
  • 1991: the details of the “timebox” are described at length in one chapter of James Martin’s “Rapid Application Development”

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Additional Agile Glossary Terms

An acceptance test is a formal description of the behavior of a software product, generally expressed as an example or a usage scenario. A number of different notations and approaches have been proposed for such examples or scenarios.
Lead Time is the time between a customer order and delivery. In software development, it can also be the time between a requirement made and its fulfillment.
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.
In consultation with the customer or product owner, the team divides up the work to be done into functional increments called "user stories."
An approach to estimation used by Agile teams. Each team member "plays" a card bearing a numerical value corresponding to a point estimation for a user story.
Antipatterns are common solutions to common problems where the solution is ineffective and may result in undesired consequences.
Mob Programming is a software development approach where the whole team works on the same thing, at the same time, in the same space, and at the same computer.

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