Agile Glossary

Usability Testing

What is Usability Testing?

Usability testing is a long-established, empirical, and exploratory technique to answer questions such as “how would an end user response to our software under realistic conditions?”

It consists of observing a representative end-user interacting with the product, given a goal to reach but no specific instructions for using the product. (For instance, a goal for usability testing of a furniture retailer’s Web site might be “You’ve just moved and need to do something about your two boxes of books; use the site to find a solution.”)

Members of the team (possibly including usability specialists) observe the user’s actions without intervening, recording what transpires (either informally, e.g. taking notes, or more comprehensively, using video, eye-tracking, screen captures, or specialized software). The post-test analysis will focus on any difficulties encountered by the user, illustrating differences between the team’s assumptions and actual behavior.

Origins

Usability testing is not strictly speaking an Agile practice, but has attracted much attention since 2008 and is representative of a trend to incorporate into Agile practice ideas from the “UX” community (user experience design).

  • 1983: a wide range of “human factors testing” techniques foreshadowing usability testing, used at the Xerox PARC during the design of the Xerox Star, are described in the CHI conference proceedings
  • 2008: the Agile 2008 conference features a stage dedicated to discussion of “User Experience” practices, such as usability testing, personas, or paper prototyping.

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Additional Agile Glossary Terms

The product owner is a role on a product development team responsible for managing the product backlog in order to achieve the desired outcome that a product development team seeks to accomplish.
Scrum is a process framework used to manage product development and other knowledge work. Scrum is empirical in that it provides a means for teams to establish a hypothesis of how they think something works, try it out, reflect on the experience, and make the appropriate adjustments. That is, when the framework is used properly.
Rules of Simplicity is a set of criteria, in priority order, proposed by Kent Beck to judge whether some source code is "simple enough."
"Integration" (or "integrating") refers to any efforts still required for a project team to deliver a product suitable for release as a functional whole.
The definition of done is an agreed upon list of the activities deemed necessary to get a product increment, usually represented by a user story, to a done state by the end of a sprint.

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