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System Usability Scale (SUS)


What is the System Usability Scale (SUS)?

The System Usability Scale (SUS) is a widely used tool to assess the usability of a system, application, or product. Created in 1986 by John Brooke, SUS is a simple, ten-item questionnaire that provides a global view of subjective assessments of usability. Each item is scored on a five-point Likert scale, from strongly agree to strongly disagree. The total score gives a quick and effective estimate of the product's usability, ranging from 0 to 100, with higher scores indicating better usability.

When is the System Usability Scale (SUS) Used?

SUS is used when a product, system, or application needs a quick assessment of its usability from the user’s perspective. It is often employed after user testing sessions, beta testing phases, or when a product has been developed to a point where its usability can be critically evaluated. It is ideal for gathering feedback from end users to identify usability issues before the product launch.

Pros of Using the System Usability Scale (SUS)

Cons of Using the System Usability Scale (SUS)

How is the System Usability Scale (SUS) Useful for Product Managers?

For product managers, SUS offers a quick and efficient way to gauge how users perceive the usability of their product. The scale helps in:

When Should the System Usability Scale (SUS) Not Be Used?

SUS should not be used:

Other Relevant Questions for Product Managers

Can SUS be adapted for different types of products?

How should a product manager interpret a low SUS score?

What is a good SUS score?

This educational overview provides a clear understanding of the SUS and its implications for product management.



Related Terms

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NoTitleBrief
1 Alpha Test

Initial testing of a product prototype within the developing company to identify potential defects.

2 Beta Test

Testing a new product prototype with actual users to discover potential defects before launch.

3 Brand Extension

A variation of a product that carries the brand name of the core product.

4 Prototype

A preliminary version of a new product used for research purposes.

5 Agile Development

A methodology emphasizing iterative development, where requirements and solutions evolve through collaboration between self-organizing cross-functional teams.

6 Scrum

An Agile framework for managing work with an emphasis on software development, involving roles such as Scrum Master, Product Owner, and Development Team.

7 Sprint

A set period during which specific work has to be completed and made ready for review in Agile frameworks like Scrum.

8 Minimum Viable Product (MVP)

A version of a new product that allows a team to collect the maximum amount of validated learning about customers with the least effort.

9 Continuous Integration (CI)

A practice in software engineering where team members integrate their work frequently, typically several times a day.

10 Definition of Done

A shared understanding of what it means for work to be complete, ensuring that nothing is left out and work meets the agreed quality.

Rohit Katiyar

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