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W11
Session	
  
4/15/2015	
  2:00	
  PM	
  
	
  
	
  
	
  
"Mobile Testing Trends and
Innovations"
	
  
Presented by:
Melissa Tondi
Denver Automation and Quality Engineering	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
Brought	
  to	
  you	
  by:	
  
	
  
	
  
	
  
340	
  Corporate	
  Way,	
  Suite	
  300,	
  Orange	
  Park,	
  FL	
  32073	
  
888-­‐268-­‐8770	
  ·∙	
  904-­‐278-­‐0524	
  ·∙	
  sqeinfo@sqe.com	
  ·∙	
  www.sqe.com
Melissa Tondi
Denver Automation and Quality Engineering
Melissa Tondi has spent most of her career working within testing teams,
concentrating on functional, performance, security, and mobile testing
techniques. Now Melissa is back to being a practitioner, assisting agile teams to
continuously improve the design, build, test, and delivery of quality software. In
the software test and quality engineering field for more than fifteen years, she
focused on organizing testing teams around three major tenets—efficiency,
innovation, and culture. Melissa’s previous roles have included director of
software quality engineering in the world's leading education company; QA
consultant for health care, finance, and software-as-a-service industries; and
president of the Software Quality Association of Denver.	
  
4/8/15	
  
1	
  
	
  
	
  
Mobile	
  Tes*ng	
  Trends,	
  their	
  Unique	
  
Challenges	
  and	
  Innova*ons	
  that	
  
Address	
  them	
  	
  
	
  
	
  
Melissa	
  Tondi	
  
Mobile	
  –	
  the	
  New	
  Fron9er	
  
Does	
  your	
  Mobile	
  Strategy	
  Look	
  Like	
  This?	
  
4/8/15	
  
2	
  
Mobile	
  –	
  the	
  New	
  Fron9er	
  
Or	
  This?	
  
Trends	
  
•  Device	
  Prolifera9on	
  
•  Accelerated	
  Releases	
  
•  Increased	
  Work	
  for	
  the	
  Exis9ng	
  Test	
  Team	
  
•  And	
  the	
  List	
  Goes	
  on…	
  
4/8/15	
  
3	
  
Unique	
  Challenges	
  
•  Understanding	
  	
  your	
  Company’s	
  Mobile	
  
Strategy	
  and	
  the	
  Solu9ons	
  and	
  Technology	
  
Introduced	
  to	
  Support	
  it	
  
•  Transi9oning	
  Tradi9onal	
  	
  Test	
  Teams	
  to	
  
Support	
  Mobile	
  
•  Staying	
  Efficient	
  while	
  Suppor9ng	
  more	
  
Tes9ng	
  Permuta9ons	
  
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?	
  
	
  
	
  
4/8/15	
  
4	
  
	
  
What’s	
  your	
  Mobile	
  Solu*on?	
  	
  
Mobile	
  Solu9on	
  –	
  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.	
  	
  
4/8/15	
  
5	
  
Mobile	
  Technology	
  –	
  “Mobile	
  First”	
  
Responsive	
  Web	
  Design	
  –	
  an	
  approach	
  aimed	
  at	
  building	
  
sites	
  to	
  provide	
  an	
  appropriate	
  viewing	
  experience	
  (reading	
  
and	
  naviga9on	
  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.	
  	
  
4/8/15	
  
6	
  
Mobile	
  Technology	
  -­‐	
  Na9ve	
  
Na*ve	
  Apps:	
  coded	
  with	
  a	
  specific	
  programming	
  language.	
  
They	
  are	
  fast,	
  reliable,	
  and	
  powerful,	
  but	
  are	
  9ed	
  to	
  a	
  
mobile	
  pladorm	
  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	
  pladorm.	
  	
  
Mobile	
  Technology	
  –	
  Hybrid	
  
Hybrid	
  Apps:	
  rely	
  on	
  development	
  frameworks	
  and	
  are	
  
wrieen	
  with	
  the	
  same	
  technology	
  used	
  for	
  websites	
  and	
  
mobile	
  web	
  implementa9ons.	
  They	
  are	
  hosted	
  or	
  executed	
  
inside	
  a	
  na9ve	
  container	
  on	
  a	
  mobile	
  device.	
  They	
  ensure	
  
cross-­‐pladorm	
  compa9bility	
  and	
  can	
  access	
  the	
  phone’s	
  
hardware	
  (camera,	
  GPS,	
  user’s	
  contacts,	
  etc.).	
  
4/8/15	
  
7	
  
Technical	
  Configura9on	
  	
  
Mobile	
  Web:	
  HTML5,	
  Dojo,	
  jQuery	
  	
  
Na9ve	
  Apps:	
  Objec9veC	
  for	
  iOS,	
  Java	
  for	
  Android	
  
Hybrid	
  Apps:	
  PhoneGap,	
  Titanium,	
  Rhomobile	
  
	
  
	
  
Transi9oning	
  your	
  Teams	
  –	
  Types	
  of	
  
Tes9ng	
  
Peripheral	
  
•  Wireless	
  Tes9ng	
  –	
  NFC	
  (Near	
  Field	
  Communica9on),	
  
Bluetooth/Bluetooth	
  LE	
  Accessory,	
  Stylus	
  
•  Wired	
  	
  	
  
•  Internal	
  to	
  Device	
  –	
  Headphone	
  Jack,	
  Keyboard	
  
•  External	
  to	
  Phone	
  -­‐	
  CC	
  Readers,	
  Bar	
  Code	
  
Scanners	
  
	
  
	
  
4/8/15	
  
8	
  
Transi9oning	
  your	
  Teams	
  –	
  Types	
  of	
  Tes9ng	
  
Connec*on	
  Tes*ng	
  	
  
•  USB	
  Power/Data	
  	
  
•  4G/LTE/CDMA+/Wimax	
  
•  3G/GSM/CDMA,	
  2G/Analog,	
  WiFi,	
  Hotspot	
  
Genera9on	
  
•  Computer	
  Tethering	
  
•  Carrier	
  	
  
•  Throele	
  –	
  Limi9ng	
  bandwidth	
  and	
  measuring	
  an	
  
App’s	
  performance	
  
	
  
Transi9oning	
  your	
  Teams	
  –	
  Types	
  of	
  Tes9ng	
  
Gestures	
  	
  
•  Swipe,	
  tap,	
  pinch/expand,	
  shake,	
  orient,	
  9lt,	
  press	
  
and	
  hold,	
  swipe	
  and	
  hold,	
  eye	
  pause.	
  
Interrup*on	
  Tests	
  	
  	
  
•  Controlled	
  -­‐	
  Plug	
  in/out	
  USB,	
  power,	
  and	
  
headphone,	
  Home	
  Bueon,	
  Power	
  Bueon,	
  
Naviga9ng	
  to	
  another	
  App,	
  Save	
  State	
  
•  Uncontrolled/”Elevator”	
  test	
  -­‐	
  SMS,	
  Phone	
  Call,	
  
No9fica9ons	
  	
  
	
  
4/8/15	
  
9	
  
Transi9oning	
  your	
  Teams	
  –	
  Types	
  of	
  Tes9ng	
  
Syncing	
  	
  	
  
•  Upda9ng	
  	
  two	
  or	
  more	
  loca9ons	
  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,	
  Baeery	
  Drain,	
  SIM	
  
Card,	
  Volume,	
  SMS,	
  Microphone,	
  Speakerphone	
  
	
  
	
  
	
  
Innova*ons	
  
4/8/15	
  
10	
  
Innova9ons	
  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	
  soqware.	
  iOS	
  has	
  one,	
  but	
  
it	
  does	
  not	
  simulate	
  any	
  of	
  the	
  iPhone	
  hardware	
  layer	
  
•  An	
  Emulator	
  mimics	
  both	
  soqware	
  and	
  
hardware.	
  Android	
  has	
  one,	
  but	
  only	
  emulates	
  CPU	
  and	
  
Memory	
  
Innova9ons	
  in	
  the	
  Lab	
  
When	
  to	
  use	
  Simulators/Emulators 	
  	
  
	
  Tes9ng	
  the	
  Func9on	
  
•  Broken	
  bueons,	
  missing	
  images,	
  correct	
  formarng	
  for	
  
ver9cal	
  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	
  applica9on	
  within	
  the	
  frame	
  of	
  a	
  real	
  device,	
  
compared	
  to	
  the	
  window	
  of	
  a	
  development	
  program	
  
4/8/15	
  
11	
  
Innova9ons	
  in	
  the	
  Lab	
  
When	
  to	
  use	
  Simulators/Emulators 	
  	
  
	
  Accelera9ng	
  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	
  
Innova9ons	
  –	
  Simulators	
  and	
  Emulators	
  
Simulators	
  
16-­‐Bit	
  Display	
  
Opera9ng	
  System	
  
User	
  Interface	
  
	
  
	
  
	
  
	
  
Emulators	
  
Keyboard	
  and	
  Bueons	
  
WiFi	
  
Simulated	
  SIM	
  Card	
  
System	
  on	
  a	
  Chip	
  
Sound	
  Chip	
  
Flash	
  Memory	
  
4/8/15	
  
12	
  
Innova9ons	
  in	
  the	
  Lab	
  –	
  Physical	
  Devices	
  
24-­‐Bit	
  Display	
  
Touchscreen	
  
Mul9-­‐Touch	
  
Camera	
  &	
  Video	
  
Voice	
  Recogni9on	
  
True	
  Sound	
  
Quality	
  
USB	
  Connec9ons	
  
Bluetooth	
  
SD	
  Cards	
  
Network	
  Data	
  
Real	
  Phone	
  Calls	
  
Dual	
  SIM	
  Cards	
  
Baeery	
  State	
  
Device	
  
Temperature	
  
Real	
  GPS	
  &	
  
Sensors	
  
Pre-­‐Installed	
  
Apps	
  
App	
  Store	
  Access	
  
App	
  Installa9on	
  
Email	
  Sync	
  
Contacts	
  Sync	
  
Calendar	
  Sync	
  
App	
  Log	
  
Encryp9on	
  
Network	
  Security	
  
Fingerprint	
  
Scanner	
  
	
  
4/8/15	
  
13	
  
Building	
  your	
  Lab	
  -­‐	
  Android	
  
Building	
  your	
  Lab	
  
Determining	
  your	
  Device	
  Matrix	
  	
  
•  Opera9ng	
  System	
  
–  OS	
  customiza9ons,	
  missing	
  libraries,	
  driver	
  issues	
  	
  
•  Screen	
  Size	
  
–  Rendering	
  issues,	
  usability,	
  missing	
  layouts	
  
•  Pixel	
  Density	
  
–  Density	
  Independence,	
  missing	
  layouts.	
  
•  Aspect	
  Ra9o	
  
–  X,Y	
  calcula9ons,	
  overlapping	
  panels,	
  display	
  issues	
  
•  System	
  on	
  a	
  Chip	
  (SoC)	
  
–  Hardware	
  performance,	
  Instruc9on	
  set,	
  baeery,	
  signal	
  
•  Carrier	
  
–  Network	
  protocol,	
  speed,	
  responsiveness,	
  packet	
  loss	
  
4/8/15	
  
14	
  
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	
  Taeoo	
   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	
  Op9mus	
  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	
  *	
  
Mo9on	
  
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	
  
4/8/15	
  
15	
  
Summary	
  
The	
  Trends	
  
•  Device	
  
Prolifera9on	
  
•  Accelerated	
  
Releases	
  
•  Increased	
  Work	
  
for	
  the	
  Exis9ng	
  
Test	
  Team	
  
	
  
The	
  Challenges	
  
•  Your	
  
Company’s	
  
Mobile	
  Strategy	
  
and	
  Technology	
  	
  
•  Transi9oning	
  
Teams	
  
•  Becoming	
  	
  
Efficient	
  
Innova*ons	
  
•  Defining	
  Mobile	
  
Test	
  Techniques	
  
•  Simulators,	
  
Emulators	
  and	
  
Devices	
  
•  Building	
  the	
  Lab	
  
	
  
	
  
	
  
	
  
Contact	
  Informa9on	
  	
  
•  email:	
  melissa.tondi@gmail.com	
  
•  Twieer:	
  @melissatondi	
  
•  Blog:	
  MelissaTondi.blogspot.com	
  
•  LinkedIn:	
  Melissa	
  Tondi	
  
4/8/15	
  
16	
  

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Mobile Testing Trends and Innovations

  • 1.   W11 Session   4/15/2015  2:00  PM         "Mobile Testing Trends and Innovations"   Presented by: Melissa Tondi Denver Automation and Quality Engineering                 Brought  to  you  by:         340  Corporate  Way,  Suite  300,  Orange  Park,  FL  32073   888-­‐268-­‐8770  ·∙  904-­‐278-­‐0524  ·∙  sqeinfo@sqe.com  ·∙  www.sqe.com
  • 2. Melissa Tondi Denver Automation and Quality Engineering Melissa Tondi has spent most of her career working within testing teams, concentrating on functional, performance, security, and mobile testing techniques. Now Melissa is back to being a practitioner, assisting agile teams to continuously improve the design, build, test, and delivery of quality software. In the software test and quality engineering field for more than fifteen years, she focused on organizing testing teams around three major tenets—efficiency, innovation, and culture. Melissa’s previous roles have included director of software quality engineering in the world's leading education company; QA consultant for health care, finance, and software-as-a-service industries; and president of the Software Quality Association of Denver.  
  • 3. 4/8/15   1       Mobile  Tes*ng  Trends,  their  Unique   Challenges  and  Innova*ons  that   Address  them         Melissa  Tondi   Mobile  –  the  New  Fron9er   Does  your  Mobile  Strategy  Look  Like  This?  
  • 4. 4/8/15   2   Mobile  –  the  New  Fron9er   Or  This?   Trends   •  Device  Prolifera9on   •  Accelerated  Releases   •  Increased  Work  for  the  Exis9ng  Test  Team   •  And  the  List  Goes  on…  
  • 5. 4/8/15   3   Unique  Challenges   •  Understanding    your  Company’s  Mobile   Strategy  and  the  Solu9ons  and  Technology   Introduced  to  Support  it   •  Transi9oning  Tradi9onal    Test  Teams  to   Support  Mobile   •  Staying  Efficient  while  Suppor9ng  more   Tes9ng  Permuta9ons   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?      
  • 6. 4/8/15   4     What’s  your  Mobile  Solu*on?     Mobile  Solu9on  –  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.    
  • 7. 4/8/15   5   Mobile  Technology  –  “Mobile  First”   Responsive  Web  Design  –  an  approach  aimed  at  building   sites  to  provide  an  appropriate  viewing  experience  (reading   and  naviga9on  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.    
  • 8. 4/8/15   6   Mobile  Technology  -­‐  Na9ve   Na*ve  Apps:  coded  with  a  specific  programming  language.   They  are  fast,  reliable,  and  powerful,  but  are  9ed  to  a   mobile  pladorm  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  pladorm.     Mobile  Technology  –  Hybrid   Hybrid  Apps:  rely  on  development  frameworks  and  are   wrieen  with  the  same  technology  used  for  websites  and   mobile  web  implementa9ons.  They  are  hosted  or  executed   inside  a  na9ve  container  on  a  mobile  device.  They  ensure   cross-­‐pladorm  compa9bility  and  can  access  the  phone’s   hardware  (camera,  GPS,  user’s  contacts,  etc.).  
  • 9. 4/8/15   7   Technical  Configura9on     Mobile  Web:  HTML5,  Dojo,  jQuery     Na9ve  Apps:  Objec9veC  for  iOS,  Java  for  Android   Hybrid  Apps:  PhoneGap,  Titanium,  Rhomobile       Transi9oning  your  Teams  –  Types  of   Tes9ng   Peripheral   •  Wireless  Tes9ng  –  NFC  (Near  Field  Communica9on),   Bluetooth/Bluetooth  LE  Accessory,  Stylus   •  Wired       •  Internal  to  Device  –  Headphone  Jack,  Keyboard   •  External  to  Phone  -­‐  CC  Readers,  Bar  Code   Scanners      
  • 10. 4/8/15   8   Transi9oning  your  Teams  –  Types  of  Tes9ng   Connec*on  Tes*ng     •  USB  Power/Data     •  4G/LTE/CDMA+/Wimax   •  3G/GSM/CDMA,  2G/Analog,  WiFi,  Hotspot   Genera9on   •  Computer  Tethering   •  Carrier     •  Throele  –  Limi9ng  bandwidth  and  measuring  an   App’s  performance     Transi9oning  your  Teams  –  Types  of  Tes9ng   Gestures     •  Swipe,  tap,  pinch/expand,  shake,  orient,  9lt,  press   and  hold,  swipe  and  hold,  eye  pause.   Interrup*on  Tests       •  Controlled  -­‐  Plug  in/out  USB,  power,  and   headphone,  Home  Bueon,  Power  Bueon,   Naviga9ng  to  another  App,  Save  State   •  Uncontrolled/”Elevator”  test  -­‐  SMS,  Phone  Call,   No9fica9ons      
  • 11. 4/8/15   9   Transi9oning  your  Teams  –  Types  of  Tes9ng   Syncing       •  Upda9ng    two  or  more  loca9ons  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,  Baeery  Drain,  SIM   Card,  Volume,  SMS,  Microphone,  Speakerphone         Innova*ons  
  • 12. 4/8/15   10   Innova9ons  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  soqware.  iOS  has  one,  but   it  does  not  simulate  any  of  the  iPhone  hardware  layer   •  An  Emulator  mimics  both  soqware  and   hardware.  Android  has  one,  but  only  emulates  CPU  and   Memory   Innova9ons  in  the  Lab   When  to  use  Simulators/Emulators      Tes9ng  the  Func9on   •  Broken  bueons,  missing  images,  correct  formarng  for   ver9cal  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  applica9on  within  the  frame  of  a  real  device,   compared  to  the  window  of  a  development  program  
  • 13. 4/8/15   11   Innova9ons  in  the  Lab   When  to  use  Simulators/Emulators      Accelera9ng  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   Innova9ons  –  Simulators  and  Emulators   Simulators   16-­‐Bit  Display   Opera9ng  System   User  Interface           Emulators   Keyboard  and  Bueons   WiFi   Simulated  SIM  Card   System  on  a  Chip   Sound  Chip   Flash  Memory  
  • 14. 4/8/15   12   Innova9ons  in  the  Lab  –  Physical  Devices   24-­‐Bit  Display   Touchscreen   Mul9-­‐Touch   Camera  &  Video   Voice  Recogni9on   True  Sound   Quality   USB  Connec9ons   Bluetooth   SD  Cards   Network  Data   Real  Phone  Calls   Dual  SIM  Cards   Baeery  State   Device   Temperature   Real  GPS  &   Sensors   Pre-­‐Installed   Apps   App  Store  Access   App  Installa9on   Email  Sync   Contacts  Sync   Calendar  Sync   App  Log   Encryp9on   Network  Security   Fingerprint   Scanner    
  • 15. 4/8/15   13   Building  your  Lab  -­‐  Android   Building  your  Lab   Determining  your  Device  Matrix     •  Opera9ng  System   –  OS  customiza9ons,  missing  libraries,  driver  issues     •  Screen  Size   –  Rendering  issues,  usability,  missing  layouts   •  Pixel  Density   –  Density  Independence,  missing  layouts.   •  Aspect  Ra9o   –  X,Y  calcula9ons,  overlapping  panels,  display  issues   •  System  on  a  Chip  (SoC)   –  Hardware  performance,  Instruc9on  set,  baeery,  signal   •  Carrier   –  Network  protocol,  speed,  responsiveness,  packet  loss  
  • 16. 4/8/15   14   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  Taeoo   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  Op9mus  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  *   Mo9on   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  
  • 17. 4/8/15   15   Summary   The  Trends   •  Device   Prolifera9on   •  Accelerated   Releases   •  Increased  Work   for  the  Exis9ng   Test  Team     The  Challenges   •  Your   Company’s   Mobile  Strategy   and  Technology     •  Transi9oning   Teams   •  Becoming     Efficient   Innova*ons   •  Defining  Mobile   Test  Techniques   •  Simulators,   Emulators  and   Devices   •  Building  the  Lab           Contact  Informa9on     •  email:  melissa.tondi@gmail.com   •  Twieer:  @melissatondi   •  Blog:  MelissaTondi.blogspot.com   •  LinkedIn:  Melissa  Tondi