Refining the test phase of usability evaluation: how many subjects is enough?
Human Factors - Special issue: measurement in human factors
Getting around the task-artifact cycle: how to make claims and design by scenario
ACM Transactions on Information Systems (TOIS)
User involvement in the design process: why, when & how?
CHI '93 Proceedings of the INTERACT '93 and CHI '93 Conference on Human Factors in Computing Systems
Introducing usability into smaller organizations
interactions
Extreme programming explained: embrace change
Extreme programming explained: embrace change
Usability Engineering
ICCHP '02 Proceedings of the 8th International Conference on Computers Helping People with Special Needs
Rapid Prototyping for a Virtual Medical Campus Interface
IEEE Software
Usability engineering methods for software developers
Communications of the ACM - Interaction design and children
Quality Assurance: Much More than Testing
Queue - Quality Assurance
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The success of Extreme Programming (XP) is based, among other things, on an optimal communication in teams of 6-12 persons, simplicity, frequent releases and a reaction to changing demands. Most of all, the customer is integrated into the development process, with constant feedback. This is very similar to Usability Engineering (UE) which follows a spiral four phase procedure model (analysis, draft, development, test) and a three step (paper mock-up, prototype, final product) production model. In comparison, these phases are extremely shortened in XP; also the ideal team size in UE User-Centered Development is 4-6 people, including the end-user. The two development approaches have different goals but, at the same time, employ similar methods to achieve them. It seems obvious that there must be synergy in combining them. The authors present ideas in how to combine them in an even more powerful development method called Extreme Usability (XU). The most important issue of this paper is that the authors have embedded their ideas into Software Engineering education.