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Two Sides of the Same Coin 
Making Heads or Tails of the UX/QA 
Partnership 
Presented to ESD QA 
Keith Miller & Mike McCoy
Who we are 
§ Our History 
§ Team Structure 
§ Our Backgrounds 
§ Our Charter to ESD
Our Observations 
§ UX & QA share a common goal . . . just different approaches 
§ What may feel like overlap is actually opportunity 
§ Great UX results from harmony amongst the project team 
disciplines
Usability, Visual Design & User 
Experience (UX) Design 
§ Overview 
§ Our Process 
§ Our Guides: principles, rules & testing 
§ A case study 
§ How we innovate 
§ Our partnership
What is Usability? 
§ A quality attribute that assesses how easy user interfaces 
are to use 
§ Defined by 5 quality components: 
§ Learnability 
§ Efficiency 
§ Memorability 
§ Errors 
§ Satisfaction 
§ Effectiveness
What is Visual Design 
§ Visual design is problem solving on many levels using 
imagery, color, typography, symbols, and many other design 
elements to form a unified message so that people can 
understand them in an effective way. 
§ Good Visual Design is simple and almost invisible as it 
visually communicates these messages.
… and then there’s UX 
§ A much broader concept that encompasses all aspects of 
end-user's interaction with a company, its services, and its 
products. 
§ Hierarchy of needs: 
§ Functional, Usable, Pleasurable 
§ Can do, Will do, Want to do 
§ An extension of ‘Satisfaction’ quality attribute: explores how 
positive emotions evoked in User Delightful, meaningful, 
beautiful, playful, seductive, immersive, thoughtful 
§ A lot harder to measure quantitatively
Our ‘Typical’ Process 
UX Visd 
Design Sessions Create Mocks 
Design / Prototype Solution Team /Owner Review and signoff 
Prototype Audit Design Story Audit 
Update Prototype Visde Specifications 
User Reviews Visde WebDev 
UX Audit
What Guides Our Design Work 
§ Principles 
§ Rules or ‘Heuristics’ 
§ Testing
Usability Principles 
§ Visibility 
The more visible functions are, the more likely users will be able to know what to 
do next 
§ Feedback 
Providing information about what action has been done and what has been 
accomplished, allowing the person to continue with the activity. 
§ Constraints 
Restricting the kind of user interaction that can take place at a given moment 
§ Mapping 
Clear relationship between controls and their effects in the world. 
§ Consistency 
Interfaces have similar operations, use similar elements for achieving similar 
tasks 
§ Affordance 
An attribute of an object that allows people to know how to use it
Design Principles 
§ Balance 
Distribution of heavy and light elements on the page. 
§ Contrast 
Difference between two objects 
§ Emphasis 
Attention towards something 
§ Unity/proximity 
Keeping like elements together and diverse elements further 
apart
Testing 
§ Traditional: Facilitated Observation of User, Tool & Context 
§ Remote Moderated: Augmented with technology to 
widen reach 
§ Strategies 
§ Formative – Find and Fix 
§ Summative – Assess Using Metrics 
§ Usability Inspection vs Usability Testing 
§ Scope: Formal Testing ßà ‘Discount’ Testing 
13
14 
Summary: Elaborate usability tests are a waste of resources. The best results come from testing 
no more than 5 users and running as many small tests as you can afford (Nielsen & Landauer).
What We Measure: 
§ Quantitative / Objective: 
§ Time on Task 
§ Effort (clicks, presses, switches, cogload) 
§ Errors (Mistakes, Slips) 
§ Success/Failure Rates 
§ Qualitative / Subjective: 
§ ‘Think-Aloud’ Protocol 
§ How a User ‘Experiences’ the Tool 
§ Satisfaction, Confusion or Frustration 
15
Innovating Processes 
§ Auditing with Notable as a precursor to ALM 
§ Agile Story Golf 
§ Remote Unmoderated testing for better sprint integration 
§ Working with QA’s Automation Group to raise awareness of 
the impact of design change on testing
Create the UX Audit task in the 
Appropriate story. These are stories 
where UX was needed. 
When the story moves to “In Test” start the UX 
Audit. QA has a slight lead time based on UX 
bandwidth and to find the big functional defects. 
By the time the story is accepted all 
issues must be fixed or placed in 
the backlog with a severity and priority.
Details 
• With the UX spike concept the team agrees to add 1-2 design only stories. 
• These stories should require UX design and are usually complex in nature. 
• These design stories are a portion of the estimated effort to final implementation. 
UX ‘tees-up’ the design and the rest of the team knocks it down (implements).
The Evolving UX / QA Partnership 
§ Primary Touch points: Initial Design, Testing 
§ Common Questions 
§ How do we account for overlaps (synergies) 
§ Which role tests for which type of issue? (defects vs UX ‘issues’) 
§ Who is accountable for recommending a solution? 
§ What's the difference? UX = QA= UX 
§ Synergies 
§ We each reinforce the others’ messages about quality. 
§ We have methodologies, tools, artifacts and expertise to share. 
§ UX can benefit from the rigor and maturity of QA. 
§ UX can help bake QA sooner into the SDLC. 
§ Opportunities for Future Partnership & Synergies
What to Read? 
27 
Steve Krug Russ Unger Jakob Nielsen
Your Story . . . 
§ Ideas 
§ Proposals

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Uxqa lunch learn

  • 1. Two Sides of the Same Coin Making Heads or Tails of the UX/QA Partnership Presented to ESD QA Keith Miller & Mike McCoy
  • 2. Who we are § Our History § Team Structure § Our Backgrounds § Our Charter to ESD
  • 3. Our Observations § UX & QA share a common goal . . . just different approaches § What may feel like overlap is actually opportunity § Great UX results from harmony amongst the project team disciplines
  • 4.
  • 5. Usability, Visual Design & User Experience (UX) Design § Overview § Our Process § Our Guides: principles, rules & testing § A case study § How we innovate § Our partnership
  • 6. What is Usability? § A quality attribute that assesses how easy user interfaces are to use § Defined by 5 quality components: § Learnability § Efficiency § Memorability § Errors § Satisfaction § Effectiveness
  • 7. What is Visual Design § Visual design is problem solving on many levels using imagery, color, typography, symbols, and many other design elements to form a unified message so that people can understand them in an effective way. § Good Visual Design is simple and almost invisible as it visually communicates these messages.
  • 8. … and then there’s UX § A much broader concept that encompasses all aspects of end-user's interaction with a company, its services, and its products. § Hierarchy of needs: § Functional, Usable, Pleasurable § Can do, Will do, Want to do § An extension of ‘Satisfaction’ quality attribute: explores how positive emotions evoked in User Delightful, meaningful, beautiful, playful, seductive, immersive, thoughtful § A lot harder to measure quantitatively
  • 9. Our ‘Typical’ Process UX Visd Design Sessions Create Mocks Design / Prototype Solution Team /Owner Review and signoff Prototype Audit Design Story Audit Update Prototype Visde Specifications User Reviews Visde WebDev UX Audit
  • 10. What Guides Our Design Work § Principles § Rules or ‘Heuristics’ § Testing
  • 11. Usability Principles § Visibility The more visible functions are, the more likely users will be able to know what to do next § Feedback Providing information about what action has been done and what has been accomplished, allowing the person to continue with the activity. § Constraints Restricting the kind of user interaction that can take place at a given moment § Mapping Clear relationship between controls and their effects in the world. § Consistency Interfaces have similar operations, use similar elements for achieving similar tasks § Affordance An attribute of an object that allows people to know how to use it
  • 12. Design Principles § Balance Distribution of heavy and light elements on the page. § Contrast Difference between two objects § Emphasis Attention towards something § Unity/proximity Keeping like elements together and diverse elements further apart
  • 13. Testing § Traditional: Facilitated Observation of User, Tool & Context § Remote Moderated: Augmented with technology to widen reach § Strategies § Formative – Find and Fix § Summative – Assess Using Metrics § Usability Inspection vs Usability Testing § Scope: Formal Testing ßà ‘Discount’ Testing 13
  • 14. 14 Summary: Elaborate usability tests are a waste of resources. The best results come from testing no more than 5 users and running as many small tests as you can afford (Nielsen & Landauer).
  • 15. What We Measure: § Quantitative / Objective: § Time on Task § Effort (clicks, presses, switches, cogload) § Errors (Mistakes, Slips) § Success/Failure Rates § Qualitative / Subjective: § ‘Think-Aloud’ Protocol § How a User ‘Experiences’ the Tool § Satisfaction, Confusion or Frustration 15
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  • 21. Innovating Processes § Auditing with Notable as a precursor to ALM § Agile Story Golf § Remote Unmoderated testing for better sprint integration § Working with QA’s Automation Group to raise awareness of the impact of design change on testing
  • 22. Create the UX Audit task in the Appropriate story. These are stories where UX was needed. When the story moves to “In Test” start the UX Audit. QA has a slight lead time based on UX bandwidth and to find the big functional defects. By the time the story is accepted all issues must be fixed or placed in the backlog with a severity and priority.
  • 23. Details • With the UX spike concept the team agrees to add 1-2 design only stories. • These stories should require UX design and are usually complex in nature. • These design stories are a portion of the estimated effort to final implementation. UX ‘tees-up’ the design and the rest of the team knocks it down (implements).
  • 24.
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  • 26. The Evolving UX / QA Partnership § Primary Touch points: Initial Design, Testing § Common Questions § How do we account for overlaps (synergies) § Which role tests for which type of issue? (defects vs UX ‘issues’) § Who is accountable for recommending a solution? § What's the difference? UX = QA= UX § Synergies § We each reinforce the others’ messages about quality. § We have methodologies, tools, artifacts and expertise to share. § UX can benefit from the rigor and maturity of QA. § UX can help bake QA sooner into the SDLC. § Opportunities for Future Partnership & Synergies
  • 27. What to Read? 27 Steve Krug Russ Unger Jakob Nielsen
  • 28. Your Story . . . § Ideas § Proposals