QA → UX
A visual starter guide for QA teams

Learn to see software the way real users do

Short lessons, live examples you can click, and a searchable glossary — so a QA team new to UX can learn fast.

👀 Tip: the examples below are real, live components — hover them, click them, flip the switches. That's the fastest way to learn what each one is.
Part 1

The mindset shift

You already spot when something breaks. UX just widens what counts as "broken" — confusing, slow, or unfair also count.

🧪 QA asks

"Is it broken?" — does it match the spec and function correctly?

🎯 UX also asks

"Does it work for people?" — is it clear, fast, and easy to finish?

Remember: a bug breaks the software. A UX issue breaks the person's ability to get what they came for. Report both.


Part 3

How real users behave

People skim, guess, and give up fast. A few pictures worth remembering.

Buy now — the "fold" —
Above vs below the fold. Anything under the red line needs scrolling — and many users never scroll. Keep the key action above it.
eyes trace an "F"
Scanning, not reading. Eyes sweep the top, then down the left. Put what matters where the eye lands.
Visit — 100% Cart — 40% Buy 8%
The funnel. Users fall away at every step. The biggest drop-off is where to look for problems.
Behavior "tells" to watch while testing: rapid rage-clicks, dead clicks on things that aren't links, double-submits on slow pages, and people bouncing back and forth. Each = a spot a real user struggles.

Part 4

Money changes behavior

People react strongly to price and feel cheated by surprises. QA is the safety net for the numbers.

$99 $49 The first number ("$99") is the anchor — it makes $49 feel like a deal.
Anchoring. The number people see first shapes what feels cheap or expensive.

✅ Numbers must agree

Plan card, cart, and receipt must all show the same total. Check tax, discounts, monthly vs yearly.

🚫 No surprise fees

A cost that appears only at the last step is the top reason carts get abandoned.

🧨 Break the edges

Expired coupons, stacked discounts, plan switches, refunds, empty carts, huge quantities.

🕵️ Spot dark patterns

Pre-ticked add-ons, a tiny "no thanks", a hidden cancel button. Even if they "work", flag them.


Part 5

Spot & report a UX issue

If you feel any of these while testing, it's worth logging.

Severity (user pain) → Priority (fix urgency) → Hurts a lot, low urgency Fix firstbig pain + urgent Minor, can wait Small but on a key screen
Severity vs priority. How much it hurts the user (severity) is not the same as how soon to fix it (priority). Note both.
Report shape: where (screen + device) → user's goalwhat goes wrong (steps) → who & how badevidence (screenshot) → what "good" looks like.

Part 6

Quick 10-point checklist

Run these against any screen. Tap to expand.

1 · Does it show what's happening?
Spinners, progress, "saved". Check: is there feedback after every action?
2 · Plain words, no jargon?
Check: would a first-timer understand every label and message?
3 · Can you undo / cancel / go back?
Check: can you leave any state without losing work?
4 · Is it consistent?
Check: does "Delete" look and act the same everywhere?
5 · Does it prevent mistakes?
Check: can you break something by accident, with no confirm?
6 · Show, don't make me remember
Check: must you memorize a code from another screen?
7 · Fast for pros, clear for newbies?
Check: is the common path quick and the first path obvious?
8 · Is it clutter-free?
Check: is anything on screen not helping the task?
9 · Do errors help you recover?
Check: does the message say what to do next, blame-free?
10 · Is help easy to find?
Check: if stuck, could you find help inside the product?

Part 7 · reference

Terminology glossary

Every term in plain words, with an example. Search or filter — great for onboarding.