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CTAL-AT Glossary

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Browse and search 25 syllabus-grounded terms and definitions by chapter.

25 terms

bias
Ch. 4
A systematic deviation from objectivity that may affect test objectives, test activities, or test results.
canary release
Ch. 3
A deployment strategy in which a new version of a system is released to a limited subset of users to evaluate it before a wider rollout to all users.
community of practice
Ch. 2Ch. 3
A group of professionals who share a common interest, passion, or challenge, meet regularly to share knowledge, learn from each other’s experiences, and improve skills to solve problems and innovate in their specific domain.
dark launch
Ch. 3
A technique in which new or changed functionality is deployed to the production environment without being visible or accessible to end users, in order to validate behavior, performance, or risk under real conditions before full release.
Definition of Done
Ch. 3
A formal description of the state of the increment when it meets the quality measures required for the product.
epic
Ch. 5
A description of a stakeholder need which is typically larger than what can be implemented in a single iteration.
example mapping
Ch. 4
A collaborative technique in Agile software development that uses rules, examples, and questions to clarify requirements and support test design.
feature toggle
Ch. 1Ch. 3
A mechanism to modify system behavior without changing code.
FEW HICCUPPS
Ch. 5
A test heuristic for Familiarity, Explainability, World, History, Image, Comparable products, Claims, Users’ desires, Product, Purpose, Statutes, to support the identification of test oracles.
Goal-Question-Metric
Ch. 3
A measurement approach that defines goals, derives questions to assess the achievement of those goals, and identifies metrics to answer the questions in a systematic and traceable manner.
hardening iteration
Ch. 1
An iteration, typically conducted at the end of a series of development iterations, in which the primary focus is on stabilizing the product by addressing outstanding defects, improving performance, completing integration and system testing activities, and preparing the product for release.
I SLICED UP FUN
Ch. 5
A test heuristic for Inputs, Store, Location, Interactions/Interruptions, Communication, Ergonomics, Data, Usability, Platform, Function, User scenarios, Network.
iteration
Ch. 1
A fixed-length, time-boxed cycle in which a set of planned activities is performed to produce a potentially releasable version of a product.
metric
Ch. 3
A measurement scale and method used for measurement.
RCRCRC
Ch. 5
A test heuristic for Recent, Core, Risky, Configuration, Repaired, Chronic.
risk-storming
Ch. 3
A structured brainstorming technique in which stakeholders collaboratively identify potential risks in order to support risk-based testing.
SFDIPOT
Ch. 5
A test heuristic for Structure, Function, Data, Interfaces, Platform, Operations, Time.
specification by example
Ch. 2Ch. 4
A development technique in which the specification is defined by examples.
storyboarding
Ch. 4
A visual representation of a sequence of user interactions or system behaviors, used to clarify requirements, support test design, and communicate scenarios effectively.
structured conversation
Ch. 4
A facilitated, purposeful discussion that follows a defined structure or set of prompts to ensure shared understanding, focus on objectives, and effective exchange of information among stakeholders.
TERMS
Ch. 5
A test heuristic for Tools and Technology, Execution, Requirements and Risks, Maintenance, Security.
test session sheet
Ch. 4Ch. 5
A document used in exploratory testing to record the execution and outcomes of a time-boxed test session, including notes on test activities performed, observations, test coverage achieved, defects found, and follow-up items.
user journey
Ch. 1Ch. 4
A representation of the sequence of steps a user performs to achieve a specific goal when interacting with a system, including the user’s experience, perceptions, and emotional responses at each step.
user story
Ch. 4Ch. 5
A short narrative describing a need from a user’s perspective together with the expected benefit when this need is satisfied.
user story slicing
Ch. 4
The practice of breaking down a large or complex user story into smaller, manageable, and testable user stories.