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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.
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Holzinger et al. (2006) studied this question.
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