Mobile Testing Trends
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Transcript of Mobile Testing Trends
Trends
• Device Prolifera4on • Accelerated Releases • Increased Work for the Exis4ng Test Team • And the List Goes on…
Unique Challenges
• Understanding your Company’s Mobile Strategy and the Solu4ons and Technology Introduced to Support it
• Transi4oning Tradi4onal Test Teams to Support Mobile
• Staying Efficient while Suppor4ng more Tes4ng Permuta4ons
Your Company’s Strategy WHO are your Mobile Users? WHAT Role does Mobile Play in your Industry? WHAT is it that people actually want to do on this mobile site or App and HOW do they determine a successful experience?
Mobile Solu4on – m/T Site Mobile Web Site: mobile web sites designed to match every web-‐enabled device. They’re accessed through the mobile device’s web browser and do not need to be downloaded/installed. They re-‐direct to the site’s M Site or T site.
Mobile Technology – “Mobile First” Responsive Web Design – an approach aimed at building sites to provide an appropriate viewing experience (reading and naviga4on with minimal resizing, panning, and scrolling) across a wide range of devices. It adapts the layout to the viewing environment.
Mobile Technology – “Mobile First” Adap*ve Web Design – uses the server to detect the device that’s being used. A separate template is maintained for each device that is supported. Pages load at a faster rate than RWD.
Mobile Technology -‐ Na4ve Na*ve Apps: coded with a specific programming language. They are fast, reliable, and powerful, but are 4ed to a mobile pla]orm and downloaded from a central portal by OS (i.e. Apple App Store, Google Play). That means you must duplicate them using the appropriate programming language in order to target another mobile pla]orm.
Mobile Technology – Hybrid Hybrid Apps: rely on development frameworks and are wri^en with the same technology used for websites and mobile web implementa4ons. They are hosted or executed inside a na4ve container on a mobile device. They ensure cross-‐pla]orm compa4bility and can access the phone’s hardware (camera, GPS, user’s contacts, etc.).
Technical Configura4on Mobile Web: HTML5, Dojo, jQuery Na4ve Apps: Objec4veC for iOS, Java for Android Hybrid Apps: PhoneGap, Titanium, Rhomobile
Transi4oning your Teams – Types of Tes4ng
Peripheral • Wireless Tes4ng – NFC (Near Field Communica4on), Bluetooth/Bluetooth LE Accessory, Stylus
• Wired • Internal to Device – Headphone Jack, Keyboard • External to Phone -‐ CC Readers, Bar Code
Scanners
Transi4oning your Teams – Types of Tes4ng
Connec*on Tes*ng • USB Power/Data • 4G/LTE/CDMA+/Wimax • 3G/GSM/CDMA, 2G/Analog, WiFi, Hotspot
Genera4on • Computer Tethering • Carrier • Thro^le – Limi4ng bandwidth and measuring an
App’s performance
Transi4oning your Teams – Types of Tes4ng
Gestures • Swipe, tap, pinch/expand, shake, orient, 4lt, press
and hold, swipe and hold, eye pause. Interrup*on Tests • Controlled -‐ Plug in/out USB, power, and
headphone, Home Bu^on, Power Bu^on, Naviga4ng to another App, Save State
• Uncontrolled/”Elevator” test -‐ SMS, Phone Call, No4fica4ons
Transi4oning your Teams – Types of Tes4ng
Syncing • Upda4ng two or more loca4ons to ensure
applicable files are equivalent. • App to Cloud, App to Computer, App to App, Device
to Device Internal Hardware Integra*on • Camera, GPS, Accelerometer, Ba^ery Drain, SIM
Card, Volume, SMS, Microphone, Speakerphone
Innova4ons in the Lab
Choosing Emulators and Simulators A lab is not complete without a mixture of both. Knowing what that mixture is will be the determining factor.
• A Simulator mimics only the sokware. iOS has one, but it does not simulate any of the iPhone hardware layer • An Emulator mimics both sokware and hardware. Android has one, but only emulates CPU and Memory
Innova4ons in the Lab When to use Simulators/Emulators
Tes4ng the Func4on • Broken bu^ons, missing images, correct formalng for ver4cal and horizontal modes • Responsive Web Design (RWD) or mobile site elements display correctly
Previewing the Form • Demo basic design and layout mockups before significant development investment is spent on polishing the UI • See the applica4on within the frame of a real device, compared to the window of a development program
Innova4ons in the Lab
When to use Simulators/Emulators Accelera4ng Development Time
• For simple visual checks, opening an app in a device emulator can be as simple as switching windows, compared to fully loading a physical device • Test more frequency with quick checks on an emulator, thus finding bugs faster and with greater context
Innova4ons – Simulators and Emulators
Simulators 16-‐Bit Display Opera4ng System User Interface
Emulators Keyboard and Bu^ons WiFi Simulated SIM Card System on a Chip Sound Chip Flash Memory
Innova4ons in the Lab – Physical Devices
24-‐Bit Display Touchscreen Mul4-‐Touch Camera & Video Voice Recogni4on True Sound Quality USB Connec4ons Bluetooth SD Cards
Network Data Real Phone Calls Dual SIM Cards Ba^ery State Device Temperature Real GPS & Sensors Pre-‐Installed Apps
App Store Access App Installa4on Email Sync Contacts Sync Calendar Sync App Log Encryp4on Network Security Fingerprint Scanner
Building your Lab Determining your Device Matrix • Opera4ng System
– OS customiza4ons, missing libraries, driver issues • Screen Size
– Rendering issues, usability, missing layouts • Pixel Density
– Density Independence, missing layouts. • Aspect Ra4o
– X,Y calcula4ons, overlapping panels, display issues • System on a Chip (SoC)
– Hardware performance, Instruc4on set, ba^ery, signal • Carrier
– Network protocol, speed, responsiveness, packet loss
Building your Lab – Android
Category Device Name OS Size Density Resolu*on DPI AR Protocol System on Chip
Newest Sam. Galaxy SX 4.2.2 Normal xhdpi 1920x1080 441 16:9 LTE/GSM Qualcomm S4
Flagship LG Nexus 4 4.2 Normal xhdpi 768x1280 318 3:5 GSM Qualcomm S4
Oldest HTC Ta^oo 1.6 Small ldpi 320x240 143 4:3 GSM Qualcomm S1
Popular Sam. Galaxy S3 4.1.2 Normal xhdpi 1280x720 326 16:9 CDMA Samsung Exynos
Common Mot. Droid 3 2.3.4 Normal hdpi 960x540 275 16:9 GSM Cortex A9
Abnormal LG Op4mus VU 4.0 Large xhdpi 1024x468 256 4:3 GSM Nvidia Tegra 3
Budget Dell Venue 2.2 Normal mdpi 480x800 228 3:5 GSM Snapdragon S2
Catch-‐all Sony Xperia P 2.3 Normal hdpi 960x540 275 16:9 GSM Sony NovaThor
Building your Lab -‐ iOS Device
Name
OS Display Aspect SoC Carrier
Newest iPhone 6 8 5.5” 1920 x 1080 ppi 9:16 A8 Chip with *
Mo4on
Coprocessor
T-‐Mobile
Oldest iPhone 3g 6 3.5” 320 x 480 165ppi 2:3 Apple A3 AT&T
Common iPhone 5s 7/8 4” 1136 x 640 326ppi 9:16 Apple A5 Verizon
Popular iPhone 6+ 6 3.5” 640x960 330ppi 2:3 Apple A4 Sprint
iPad
(Re*na)
iPad Air 7 9.7” 2048 x 1536 264ppi 3:4 Apple A7 Verizon
iPod iPod Touch
(4th gen)
5 3.5” 640x960 326ppi 2:3 Apple A4 WiFi
Mini iPad Mini 6 7” 1024 x 768 162ppi 3:4 Apple A5 AT&T
Summary
The Trends • Device Prolifera4on
• Accelerated Releases
• Increased Work for the Exis4ng Test Team
The Challenges • Your Company’s Mobile Strategy and Technology
• Transi4oning Teams
• Becoming Efficient
Innova*ons • Defining Mobile Test Techniques
• Simulators, Emulators and Devices
• Building the Lab
Contact Informa4on
• email: [email protected]
• Twi^er: @melissatondi
• Blog: MelissaTondi.blogspot.com
• LinkedIn: Melissa Tondi