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.
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.
An epic is a large user story that cannot be delivered as defined within a single iteration or is large enough that it can be split into smaller user stories.
An iteration is a timebox during which development takes place. The duration may vary from project to project and is usually fixed.
Refactoring consists of improving the internal structure of an existing program's source code, while preserving its external behavior.
Continuous deployment can be thought of as an extension of continuous integration, aiming at minimizing lead time, the time elapsed between development writing one new line of code and this new code being used by live users, in production.

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