Agile Glossary

Ubiquitous Language

What is Ubiquitous Language?

A design approach described in Eric Evans’ “Domain Driven Design” (2003), consists notably of striving to use the vocabulary of a given business domain, not only in discussions about the requirements for a software product but in discussions of design as well and all the way into “the product’s source code itself”.

(Evans’ book details other complementary techniques, but the name “ubiquitous language” conveys the main intention.)

Expected Benefits

One of the problems many software development efforts face is the constant friction introduced by translation between two technical vocabularies, that of the business domain on the one hand and that of the developers on the other.

To some extent this duality is inevitable: developers must frame their work in terms of algorithms and computation, which generally have no direct equivalent in the business vocabulary.

However, the technical vocabulary often tends to “leak” out from reasonable boundaries and take over design conversations to the point where business experts start feeling alienated and disengaged from crucial conversations.

Deliberately and explicitly adopting a “ubiquitous language” policy mitigates these difficulties and is therefore a success factor in Agile projects.

Origins

  • 1999: early on in the elaboration of Extreme Programming, the “System Metaphor” practice is proposed to address the issues of business-technical translation and cognitive friction, however, the practice is poorly understood and fails to catch on
  • 2003: the term “domain-driven design” is coined by Eric Evans and described in a book of the same name, eventually emerging as a viable alternative to the “System Metaphor”

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Additional Agile Glossary Terms

Three amigos refers to the primary perspectives to examine an increment of work before, during, and after development. Those perspectives are: Business - What problem are we trying to solve? Development - How might we build a solution to solve that problem? Testing - What about this, what could possibly happen?
Exploratory testing is, more than strictly speaking a "practice," a style or approach to testing software which is often contrasted to "scripted testing."
Agile projects are iterative insofar as they intentionally allow for "repeating" software development activities, and for potentially "revisiting" the same work products (the phrase "planned rework" is sometimes used; refactoring is a good example).
An iteration is a timebox during which development takes place. The duration may vary from project to project and is usually fixed.
When "simple design" choices have far-reaching consequences, two or more developers meet for a quick design session at a whiteboard.

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