Keynote: Testing the Xbox: Lessons for All
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Transcript of Keynote: Testing the Xbox: Lessons for All
K2 Keynote
10/2/2013 10:00:00 AM
"Testing the Xbox: Lessons for
All"
Presented by:
Alan Page
Microsoft Corporation
Brought to you by:
340 Corporate Way, Suite 300, Orange Park, FL 32073
888-268-8770 ∙ 904-278-0524 ∙ [email protected] ∙ www.sqe.com
Alan Page
Microsoft
Alan Page is a principal SDET—a fancy name for tester—on the Xbox console team at
Microsoft. Edging up on twenty years in software testing, Alan has previously worked on a
variety of Microsoft products including Windows, Windows CE, Internet Explorer, and Office
Lync. He spent some time as Microsoft’s director of test excellence where he developed and ran
technical training programs for testers throughout the company.
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Testing the XboxALAN PAGE
MICROSOFT
Lessons Learned from Xbox One
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Lessons Learned from Xbox One
My StoryMy Story
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October 31, 2011October 31, 2011
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Build a Great TeamLESSON 1
Three Rules:
- Build a Team, Not a product
- Don’t Ship your Org Chart
- Leverage your Strengths
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Have Super PowersLESSON 2
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You Don’t Have to Manage to Lead
LESSON 3
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Have a StrategyLESSON 4
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Communicate Communicate
Intent and Intent and
PrioritiesPriorities
Have a plan for DebtLESSON 5
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“The Tools, Systems, and “The Tools, Systems, and
Culture we’re creating now…Culture we’re creating now…
…will be the Tools, Systems and …will be the Tools, Systems and
Culture we use for the lifetime Culture we use for the lifetime
of the product.”of the product.”
The Crowd is PowerfulLESSON 6
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The Crowd is Powerful…and the User is …and the User is …and the User is …and the User is KingKingKingKingLESSON 6 (REVISED)
Evaluation Scale5 Love It! – You love it so much you’d shout it out at the top of your
lungs through a bullhorn from every rooftop you encounter
4 Like It – You like it a lot and might mention it during a lull in
conversation at a dinner party
3 Meh – You can live with it and neither like it or hate it. It’s nothing
special. There are some improvements that can be made
2 Don’t Like It – The experience leaves a bad taste in your mouth.
You’d use it if you really had to otherwise, you’d stay away from it.
1 Hate it! – You hate it so much that you would only use it if you
were under a Hogwarts compulsion spell
0 Not Implemented
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Scenario Love It Like It Meh Don't Like Hate
Do this 43 10 1 1 1
Do that 3 2 9 14 20
Do the other thing 40 14 5 0 1
Do something else 20 3 5 7 15
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Over-CommunicateLESSON 7
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Have FunLESSON 8
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http://angryweasel.com/blog
http://twitter.com/alanpage
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Ease of Use
• Am I able to complete the scenario?
• Is it complicated? Do I need to perform extraordinary steps to get what I need done?
• Are there glitches in the system that make it difficult?
• Was it hard to find how to execute this scenario? Are the features hidden?
• Is the experience consistent?
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Responsiveness
• Did I feel like the scenario was fast and fluid?
• At any point did I feel like I had to wait a frustrating amount of time?
• Was I effectively distracted while waiting for an action to take place? (ex. Movie or animation while I wait)
Usefulness
• Would you use this scenario yourself to accomplish this specific outcome?
• Does this scenario meet a need for our consumer?
• Does this let me do something that I want to do?
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Visual Appeal
• Is the experience exciting to see and hear?
• Is the UI polished?
• Does the UX make the experience enjoyable?