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Mobile:	
  
New	
  Tes-ng	
  
Techniques	
  
for	
  	
  
Our	
  One	
  Hand,	
  
One	
  Eye	
  
Users	
  
	
  
	
  
	
  
Test	
  Istanbul	
  2013	
  
Karen	
  N.	
  Johnson	
  
	
  
“You	
  have	
  part	
  of	
  my	
  
aLen-on,	
  you	
  have	
  
the	
  minimum	
  
amount.”	
  
	
  	
  
From	
  the	
  movie,	
  The	
  Social	
  Network	
  
Mul-ple	
  devices	
  
	
  
It	
  is	
  not	
  uncommon	
  to	
  see	
  people	
  
using	
  mul-ple	
  devices	
  at	
  one	
  -me	
  or	
  
to	
  be	
  using	
  both	
  a	
  mobile	
  phone	
  and	
  a	
  
laptop	
  computer	
  at	
  the	
  same	
  -me.	
  
	
  
Each	
  device	
  serves	
  a	
  purpose.	
  And	
  
each	
  purpose	
  may	
  be	
  beLer	
  served	
  by	
  
one	
  device	
  than	
  another.	
  
	
  
We	
  have	
  to	
  consider	
  usage	
  from	
  the	
  
user	
  perspec-ve.	
  Users	
  are	
  not	
  always	
  
on	
  the	
  move	
  but	
  may	
  s-ll	
  only	
  have	
  
one	
  hand	
  and	
  one	
  eye	
  on	
  the	
  
applica-on	
  they	
  are	
  using.	
  
	
  
Our	
  users	
  are	
  becoming	
  increasingly	
  
distracted.	
  
My	
  tes-ng	
  
background	
  with	
  
mobile.	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
DIFFERENT	
  FROM	
  THE	
  DESKTOP	
  
How	
  mobile	
  is	
  
Language	
  
•  Shake	
  
•  Bump	
  
•  Text	
  
•  Jailbroken	
  
•  Gesture	
  
•  Media	
  queries	
  
•  Responsive	
  web	
  design	
  
•  Near	
  Field	
  Communica-on	
  
•  Triangula-on	
  
•  Hybrid	
  apps	
  
•  Viewport	
  
•  BYOD	
  
	
  
Loca-on	
  
	
  
•  Loca-on	
  awareness	
  
•  Connec-vity:	
  with,	
  	
  
without	
  and	
  intermiLent	
  
•  Wi-­‐Fi	
  connec-vity	
  
•  3G,	
  4G	
  
•  Moving	
  and	
  traveling	
  	
  
around	
  
	
  	
  
	
  
Interrup-ons	
  
•  Incoming	
  calls	
  	
  
•  Voicemail	
  
•  Incoming	
  text	
  messages	
  
•  App	
  no-fica-ons	
  
“Look	
  under	
  that	
  UI,	
  and	
  under	
  
that	
  client,	
  there’s	
  a	
  whole	
  
so_ware	
  stack	
  running.	
  While	
  
your	
  applica-on	
  runs,	
  the	
  
phone	
  is	
  s-ll	
  talking	
  to	
  the	
  
network,	
  working	
  out	
  where	
  
you	
  are,	
  maybe	
  receiving	
  calls,	
  
texts,	
  Facebook	
  and	
  TwiLer	
  
updates.	
  There	
  are	
  a	
  lot	
  of	
  
interac-ons	
  going	
  on	
  that	
  you	
  
don’t	
  see.”	
  	
  
Mobile	
  Tes-ng	
  –	
  That’s	
  Just	
  A	
  Smaller	
  
Screen,	
  Right?	
  Stephen	
  Janaway	
  in	
  The	
  
Tes-ng	
  Planet	
  
	
  
Physical	
  
	
  
•  Mobile	
  phones	
  get	
  dropped	
  
in	
  water.	
  	
  
•  Display	
  screens	
  get	
  cracked.	
  
•  BaLeries	
  run	
  low	
  and	
  die.	
  
•  Devices	
  get	
  frozen	
  and	
  
exposed	
  to	
  high	
  heat,	
  sun	
  
and	
  other	
  elements	
  
outdoors.	
  
•  SD	
  cards	
  get	
  filled.	
  SIM	
  
cards	
  get	
  removed.	
  
	
  
When	
  we	
  use	
  devices	
  inside	
  a	
  
test	
  lab	
  are	
  we	
  simula-ng	
  
realis-c	
  condi-ons?	
  
	
  
Social	
  
	
  
•  Mobile	
  devices	
  introduce	
  
an	
  aspect	
  of	
  social	
  
connec-on	
  in	
  ways	
  that	
  
the	
  desktop	
  did	
  not.	
  
•  Mobile	
  devices	
  are	
  more	
  
personal	
  than	
  our	
  desktops	
  
and	
  laptops.	
  
•  Mobile	
  devices	
  both	
  bring	
  
us	
  closer	
  and	
  at	
  -me	
  set	
  us	
  
apart.	
  
Financial	
  
	
  
•  Mobile	
  devices	
  introduce	
  
financial	
  aspects,	
  peer	
  
pressure	
  of	
  owning	
  upscale	
  
devices.	
  
•  There	
  is	
  a	
  social	
  aspect	
  to	
  
owning	
  	
  highly-­‐powered	
  
devices	
  and	
  to	
  keeping	
  up	
  
with	
  the	
  latest	
  and	
  
greatest	
  of	
  what	
  is	
  
available.	
  
Situa-onal	
  
	
  
•  Users	
  may	
  be	
  facing	
  
challenging	
  condi-ons	
  
when	
  using	
  their	
  mobile	
  
devices.	
  
•  Depending	
  on	
  what	
  you	
  
are	
  tes-ng,	
  the	
  user’s	
  
physical	
  and	
  situa-onal	
  
challenges	
  may	
  be	
  a	
  factor.	
  
•  If	
  your	
  applica-on	
  is	
  
forcing	
  an	
  update	
  during	
  a	
  
-me	
  a	
  user	
  Is	
  using	
  their	
  
device	
  for	
  an	
  urgent	
  need,	
  
your	
  app	
  may	
  cause	
  
disrup-on	
  and	
  frustra-on.	
  
NEW	
  WAYS	
  OF	
  THINKING	
  
How	
  mobile	
  requires	
  
Think	
  User	
  
Naviga-on	
  
	
  	
  
•  Mobile	
  users	
  are	
  unlikely	
  
to	
  use	
  similar	
  paLerns	
  of	
  
behavior	
  as	
  on	
  their	
  
desktop	
  computers..	
  
•  We	
  need	
  to	
  understand	
  
how	
  users	
  are	
  using	
  their	
  
devices	
  and	
  how	
  they	
  are	
  
using	
  the	
  mobile	
  apps	
  and	
  
mobile	
  websites	
  we	
  are	
  
tes-ng.	
  
Think	
  Globally	
  
	
  
Needing	
  to	
  test	
  an	
  applica-on	
  
or	
  mobile	
  website	
  with	
  global	
  
usage	
  introduces	
  challenges	
  
that	
  are	
  unique	
  and	
  not	
  easily	
  
solved.	
  For	
  example,	
  gaining	
  
access	
  to	
  devices,	
  carriers	
  
may	
  not	
  be	
  possible.	
  
	
  
For	
  example	
  how	
  would	
  you	
  
test	
  mul--­‐lingual	
  input	
  with	
  
different	
  character	
  sets?	
  
Think	
  Accessibility	
  
	
  
With	
  an	
  array	
  of	
  screen	
  resolu-ons,	
  
can	
  our	
  users	
  access	
  what	
  is	
  needed	
  
on	
  mobile	
  devices?	
  
	
  
Has	
  our	
  design	
  taken	
  a	
  mix	
  of	
  screen	
  
resolu-ons	
  into	
  considera-on?	
  
Think	
  New	
  User	
  
Experience	
  
	
  
•  Mobile	
  apps	
  	
  o_en	
  
implement	
  different	
  user	
  
controls	
  and	
  use	
  access	
  
than	
  we’ve	
  experienced	
  
before.	
  
•  We	
  may	
  need	
  to	
  test	
  with	
  
gestures	
  and	
  touch.	
  
•  We	
  may	
  need	
  to	
  test	
  
custom	
  controls.	
  
Think	
  Company	
  
Reputa-on	
  
	
  
“Consumers	
  now	
  have	
  a	
  
quality	
  bar,	
  and	
  that	
  bar	
  is	
  
going	
  up	
  rapidly.	
  Two	
  years	
  
ago,	
  Apple's	
  Maps	
  app	
  on	
  iOS	
  
6	
  would've	
  been	
  a	
  fine	
  
product.”	
  
	
  
From	
  Engadget,	
  Bardin	
  
	
  
	
  
Think	
  Trends	
  	
  	
  
	
  
For	
  planning	
  purposes,	
  we	
  
need	
  to	
  look	
  at	
  trends	
  and	
  
sta-s-cs	
  in	
  mobile	
  such	
  as	
  
device	
  usage,	
  opera-ng	
  
system	
  usage	
  as	
  well	
  as	
  other	
  
app	
  or	
  website	
  specific	
  
sta-s-cs	
  including	
  language	
  
and	
  loca-on.	
  
Think	
  Compe<<on	
  
	
  
User	
  comments	
  and	
  rankings	
  are	
  
worth	
  watching.	
  A	
  scathing	
  review	
  in	
  
the	
  app	
  store	
  can	
  make	
  a	
  large	
  impact	
  
on	
  your	
  applica-on.	
  
	
  
Also	
  your	
  app’s	
  compe-tors	
  may	
  not	
  
be	
  so	
  obvious.	
  	
  
NEW	
  WAYS	
  OF	
  WORKING	
  
How	
  mobile	
  introduces	
  
New	
  tools	
  
	
  
From	
  screen	
  capture	
  to	
  app	
  
version	
  capturing,	
  we	
  need	
  
new	
  tools	
  on	
  mobile	
  than	
  the	
  
tools	
  we	
  have	
  had	
  available	
  
on	
  the	
  desktop.	
  
	
  
Your	
  team	
  may	
  build	
  it’s	
  own	
  
tools.	
  
Automa-on	
  
	
  
“Automa-on	
  in	
  the	
  mobile	
  world	
  is	
  
not	
  as	
  easy	
  as	
  it	
  is	
  in	
  the	
  desktop	
  
world.	
  Your	
  device	
  is,	
  a_er	
  all,	
  not	
  
able	
  to	
  run	
  a	
  large	
  automa-on	
  tool	
  
on	
  its	
  own.	
  There’s	
  not	
  the	
  
memory	
  to	
  install	
  it.	
  The	
  UI	
  of	
  
typical	
  mobile	
  devices	
  is	
  highly	
  
dynamic;	
  the	
  user	
  can	
  use	
  swipes	
  
and	
  other	
  gestures	
  on	
  the	
  screen	
  
to	
  interact	
  with	
  the	
  device.”	
  	
  
“Mobile	
  Tes-ng	
  –	
  That’s	
  Just	
  A	
  Smaller	
  
Screen,	
  Right?”	
  Stephen	
  Janaway	
  in	
  The	
  
Tes-ng	
  Planet	
  
	
  
New	
  skills	
  
	
  
According	
  to	
  the	
  World	
  Quality	
  
Report,	
  2012-­‐2013,	
  a	
  study	
  
conducted	
  by	
  Capgemini,	
  Soge-	
  
and	
  HP,	
  the	
  top	
  priority	
  when	
  
tes-ng	
  mobile	
  apps	
  is	
  efficiency/
performance,	
  which	
  was	
  cited	
  by	
  
64%	
  of	
  respondents.	
  That	
  was	
  
followed	
  by	
  func-onality	
  (48%),	
  
portability	
  (46%),	
  UI/ease	
  of	
  use	
  
(36%),compa-bility/regression	
  
tes-ng	
  (31%),	
  security	
  (18%)	
  and	
  
cer-fica-on	
  of	
  applica-on	
  (14%).	
  
	
  
UX	
  +	
  Tes-ng	
  
	
  
•  New	
  bugs	
  
•  New	
  issues	
  to	
  discover	
  
•  Screen	
  resolu-on	
  
•  Responsive	
  design	
  
	
  
	
  
Test	
  lab	
  
	
  
•  For	
  both	
  testers	
  and	
  test	
  
managers,	
  we	
  have	
  built	
  
test	
  labs	
  before	
  and	
  now	
  
with	
  mobile	
  devices,	
  we	
  
will	
  need	
  to	
  build	
  new	
  labs.	
  
•  We	
  may	
  also	
  inves-gate	
  
and	
  use	
  both	
  Crowd	
  
sourcing	
  and	
  BYOD	
  as	
  
solu-ons.	
  
	
  
Mobile	
  personas	
  
	
  
An	
  approach	
  to	
  design,	
  
development	
  and	
  to	
  tes-ng	
  is	
  
building	
  mobile	
  personas.	
  
Seeing	
  our	
  users	
  as	
  real	
  
people	
  and	
  not	
  faceless	
  users.	
  
	
  
	
  
Context	
  maLers	
  
	
  
•  What	
  is	
  context?	
  
•  Why	
  does	
  it	
  maLer?	
  
•  How	
  does	
  context	
  
influences	
  tes-ng?	
  
“Context	
  is	
  worth	
  80	
  IQ	
  
points.”	
  	
  Alan	
  Kay	
  
	
  
	
  
	
  
	
  
	
  
	
  
MOBILE	
  PERSONAS	
  
In	
  more	
  detail	
  
Mobile	
  Personas	
  
•  User	
  models,	
  or	
  personas,	
  are	
  
detailed,	
  composite	
  user	
  archetypes	
  
that	
  represent	
  dis-nct	
  groupings	
  of	
  
behaviors,	
  artudes,	
  ap-tudes,	
  
goals,	
  and	
  mo-va-ons	
  observed	
  and	
  
iden-fied	
  during	
  the	
  Research	
  
phase.	
  	
  From	
  About	
  Face,	
  Alan	
  
Cooper	
  
•  The	
  inven-on	
  and	
  development	
  of	
  
personas,	
  the	
  refinement	
  of	
  wriLen	
  
behavioral	
  blueprints…”	
  Quote	
  from	
  
About	
  Face,	
  Alan	
  Cooper	
  
Crea-ng	
  Mobile	
  Personas	
  
The	
  benefit	
  of	
  	
  (digital-­‐blueprint	
  technology)	
  has	
  
been	
  so	
  apparent,”	
  said	
  Rebecca	
  Ayala,	
  a	
  Rudolph	
  +	
  
SleLen	
  senior	
  engineer,	
  because	
  the	
  easily	
  update	
  
so_ware	
  means	
  they	
  don’t	
  have	
  to	
  worry	
  about	
  
workers	
  consul-ng	
  an	
  out-­‐of-­‐date	
  blueprint,	
  amount	
  
other	
  things.	
  	
  
Nearly	
  half	
  of	
  the	
  respondents	
  in	
  a	
  recent	
  Forrester	
  
Research	
  Inc.	
  survey	
  said	
  they	
  use	
  a	
  smartphone	
  at	
  
least	
  once	
  a	
  week	
  for	
  work,	
  and	
  21%	
  said	
  the	
  use	
  a	
  
tablet	
  for	
  work	
  at	
  least	
  weekly.	
  
	
  
Quotes	
  from	
  The	
  Wall	
  Street	
  Journal	
  ar-cle:	
  Meet	
  the	
  New	
  Mobile	
  Workers	
  
	
  
Context	
  MaLers	
  
	
  
	
  
What	
  you	
  are	
  tes-ng	
  changes	
  
how	
  you	
  look	
  at	
  tes-ng.	
  
Context	
  Influences	
  
	
  
What	
  you	
  are	
  tes-ng	
  changes	
  
how	
  you	
  plan	
  tes-ng.	
  
BYOD	
  
	
  
	
  
How	
  to	
  get	
  access	
  to	
  devices?	
  
•  Crowdsourcing	
  
•  Keynote	
  Device	
  Anywhere	
  
and	
  Perfecto	
  Mobile	
  
•  Users	
  in	
  other	
  countries	
  
•  eBay	
  
•  BYOD	
  
Summary	
  
	
  
•  Review	
  how	
  mobile	
  is	
  different	
  
from	
  the	
  desktop	
  to	
  find	
  new	
  ways	
  
to	
  test.	
  
•  Recognize	
  the	
  need	
  to	
  learn	
  new	
  
terms	
  and	
  technology	
  to	
  work	
  with	
  
mobile.	
  
•  Consider	
  crea-ng	
  mobile	
  personas	
  
to	
  design,	
  develop	
  and	
  test.	
  
•  Inves-gate	
  ways	
  to	
  build	
  a	
  test	
  lab.	
  
•  Learn	
  more	
  about	
  user	
  interface	
  
design.	
  
•  Remember	
  our	
  users	
  are	
  no	
  longer	
  
tethered	
  to	
  the	
  desktop.	
  
Test	
  Istanbul	
  2013	
  
	
  
Karen	
  N.	
  Johnson	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
email	
  
karen@karennjohnson.com	
  
	
  
twiLer	
  
karennjohnson	
  
	
  

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Karen N. Johnson - Mobile Testing keynote delivered at Test Istanbul 2013

  • 1. Mobile:   New  Tes-ng   Techniques   for     Our  One  Hand,   One  Eye   Users         Test  Istanbul  2013   Karen  N.  Johnson    
  • 2. “You  have  part  of  my   aLen-on,  you  have   the  minimum   amount.”       From  the  movie,  The  Social  Network  
  • 3. Mul-ple  devices     It  is  not  uncommon  to  see  people   using  mul-ple  devices  at  one  -me  or   to  be  using  both  a  mobile  phone  and  a   laptop  computer  at  the  same  -me.     Each  device  serves  a  purpose.  And   each  purpose  may  be  beLer  served  by   one  device  than  another.     We  have  to  consider  usage  from  the   user  perspec-ve.  Users  are  not  always   on  the  move  but  may  s-ll  only  have   one  hand  and  one  eye  on  the   applica-on  they  are  using.     Our  users  are  becoming  increasingly   distracted.  
  • 4. My  tes-ng   background  with   mobile.                
  • 5. DIFFERENT  FROM  THE  DESKTOP   How  mobile  is  
  • 6. Language   •  Shake   •  Bump   •  Text   •  Jailbroken   •  Gesture   •  Media  queries   •  Responsive  web  design   •  Near  Field  Communica-on   •  Triangula-on   •  Hybrid  apps   •  Viewport   •  BYOD    
  • 7. Loca-on     •  Loca-on  awareness   •  Connec-vity:  with,     without  and  intermiLent   •  Wi-­‐Fi  connec-vity   •  3G,  4G   •  Moving  and  traveling     around        
  • 8. Interrup-ons   •  Incoming  calls     •  Voicemail   •  Incoming  text  messages   •  App  no-fica-ons   “Look  under  that  UI,  and  under   that  client,  there’s  a  whole   so_ware  stack  running.  While   your  applica-on  runs,  the   phone  is  s-ll  talking  to  the   network,  working  out  where   you  are,  maybe  receiving  calls,   texts,  Facebook  and  TwiLer   updates.  There  are  a  lot  of   interac-ons  going  on  that  you   don’t  see.”     Mobile  Tes-ng  –  That’s  Just  A  Smaller   Screen,  Right?  Stephen  Janaway  in  The   Tes-ng  Planet    
  • 9. Physical     •  Mobile  phones  get  dropped   in  water.     •  Display  screens  get  cracked.   •  BaLeries  run  low  and  die.   •  Devices  get  frozen  and   exposed  to  high  heat,  sun   and  other  elements   outdoors.   •  SD  cards  get  filled.  SIM   cards  get  removed.     When  we  use  devices  inside  a   test  lab  are  we  simula-ng   realis-c  condi-ons?    
  • 10. Social     •  Mobile  devices  introduce   an  aspect  of  social   connec-on  in  ways  that   the  desktop  did  not.   •  Mobile  devices  are  more   personal  than  our  desktops   and  laptops.   •  Mobile  devices  both  bring   us  closer  and  at  -me  set  us   apart.  
  • 11. Financial     •  Mobile  devices  introduce   financial  aspects,  peer   pressure  of  owning  upscale   devices.   •  There  is  a  social  aspect  to   owning    highly-­‐powered   devices  and  to  keeping  up   with  the  latest  and   greatest  of  what  is   available.  
  • 12. Situa-onal     •  Users  may  be  facing   challenging  condi-ons   when  using  their  mobile   devices.   •  Depending  on  what  you   are  tes-ng,  the  user’s   physical  and  situa-onal   challenges  may  be  a  factor.   •  If  your  applica-on  is   forcing  an  update  during  a   -me  a  user  Is  using  their   device  for  an  urgent  need,   your  app  may  cause   disrup-on  and  frustra-on.  
  • 13. NEW  WAYS  OF  THINKING   How  mobile  requires  
  • 14. Think  User   Naviga-on       •  Mobile  users  are  unlikely   to  use  similar  paLerns  of   behavior  as  on  their   desktop  computers..   •  We  need  to  understand   how  users  are  using  their   devices  and  how  they  are   using  the  mobile  apps  and   mobile  websites  we  are   tes-ng.  
  • 15. Think  Globally     Needing  to  test  an  applica-on   or  mobile  website  with  global   usage  introduces  challenges   that  are  unique  and  not  easily   solved.  For  example,  gaining   access  to  devices,  carriers   may  not  be  possible.     For  example  how  would  you   test  mul--­‐lingual  input  with   different  character  sets?  
  • 16. Think  Accessibility     With  an  array  of  screen  resolu-ons,   can  our  users  access  what  is  needed   on  mobile  devices?     Has  our  design  taken  a  mix  of  screen   resolu-ons  into  considera-on?  
  • 17. Think  New  User   Experience     •  Mobile  apps    o_en   implement  different  user   controls  and  use  access   than  we’ve  experienced   before.   •  We  may  need  to  test  with   gestures  and  touch.   •  We  may  need  to  test   custom  controls.  
  • 18. Think  Company   Reputa-on     “Consumers  now  have  a   quality  bar,  and  that  bar  is   going  up  rapidly.  Two  years   ago,  Apple's  Maps  app  on  iOS   6  would've  been  a  fine   product.”     From  Engadget,  Bardin      
  • 19. Think  Trends         For  planning  purposes,  we   need  to  look  at  trends  and   sta-s-cs  in  mobile  such  as   device  usage,  opera-ng   system  usage  as  well  as  other   app  or  website  specific   sta-s-cs  including  language   and  loca-on.  
  • 20. Think  Compe<<on     User  comments  and  rankings  are   worth  watching.  A  scathing  review  in   the  app  store  can  make  a  large  impact   on  your  applica-on.     Also  your  app’s  compe-tors  may  not   be  so  obvious.    
  • 21. NEW  WAYS  OF  WORKING   How  mobile  introduces  
  • 22. New  tools     From  screen  capture  to  app   version  capturing,  we  need   new  tools  on  mobile  than  the   tools  we  have  had  available   on  the  desktop.     Your  team  may  build  it’s  own   tools.  
  • 23. Automa-on     “Automa-on  in  the  mobile  world  is   not  as  easy  as  it  is  in  the  desktop   world.  Your  device  is,  a_er  all,  not   able  to  run  a  large  automa-on  tool   on  its  own.  There’s  not  the   memory  to  install  it.  The  UI  of   typical  mobile  devices  is  highly   dynamic;  the  user  can  use  swipes   and  other  gestures  on  the  screen   to  interact  with  the  device.”     “Mobile  Tes-ng  –  That’s  Just  A  Smaller   Screen,  Right?”  Stephen  Janaway  in  The   Tes-ng  Planet    
  • 24. New  skills     According  to  the  World  Quality   Report,  2012-­‐2013,  a  study   conducted  by  Capgemini,  Soge-   and  HP,  the  top  priority  when   tes-ng  mobile  apps  is  efficiency/ performance,  which  was  cited  by   64%  of  respondents.  That  was   followed  by  func-onality  (48%),   portability  (46%),  UI/ease  of  use   (36%),compa-bility/regression   tes-ng  (31%),  security  (18%)  and   cer-fica-on  of  applica-on  (14%).    
  • 25. UX  +  Tes-ng     •  New  bugs   •  New  issues  to  discover   •  Screen  resolu-on   •  Responsive  design      
  • 26. Test  lab     •  For  both  testers  and  test   managers,  we  have  built   test  labs  before  and  now   with  mobile  devices,  we   will  need  to  build  new  labs.   •  We  may  also  inves-gate   and  use  both  Crowd   sourcing  and  BYOD  as   solu-ons.    
  • 27. Mobile  personas     An  approach  to  design,   development  and  to  tes-ng  is   building  mobile  personas.   Seeing  our  users  as  real   people  and  not  faceless  users.      
  • 28. Context  maLers     •  What  is  context?   •  Why  does  it  maLer?   •  How  does  context   influences  tes-ng?   “Context  is  worth  80  IQ   points.”    Alan  Kay              
  • 29. MOBILE  PERSONAS   In  more  detail  
  • 30. Mobile  Personas   •  User  models,  or  personas,  are   detailed,  composite  user  archetypes   that  represent  dis-nct  groupings  of   behaviors,  artudes,  ap-tudes,   goals,  and  mo-va-ons  observed  and   iden-fied  during  the  Research   phase.    From  About  Face,  Alan   Cooper   •  The  inven-on  and  development  of   personas,  the  refinement  of  wriLen   behavioral  blueprints…”  Quote  from   About  Face,  Alan  Cooper  
  • 31. Crea-ng  Mobile  Personas   The  benefit  of    (digital-­‐blueprint  technology)  has   been  so  apparent,”  said  Rebecca  Ayala,  a  Rudolph  +   SleLen  senior  engineer,  because  the  easily  update   so_ware  means  they  don’t  have  to  worry  about   workers  consul-ng  an  out-­‐of-­‐date  blueprint,  amount   other  things.     Nearly  half  of  the  respondents  in  a  recent  Forrester   Research  Inc.  survey  said  they  use  a  smartphone  at   least  once  a  week  for  work,  and  21%  said  the  use  a   tablet  for  work  at  least  weekly.     Quotes  from  The  Wall  Street  Journal  ar-cle:  Meet  the  New  Mobile  Workers    
  • 32. Context  MaLers       What  you  are  tes-ng  changes   how  you  look  at  tes-ng.  
  • 33. Context  Influences     What  you  are  tes-ng  changes   how  you  plan  tes-ng.  
  • 34. BYOD       How  to  get  access  to  devices?   •  Crowdsourcing   •  Keynote  Device  Anywhere   and  Perfecto  Mobile   •  Users  in  other  countries   •  eBay   •  BYOD  
  • 35. Summary     •  Review  how  mobile  is  different   from  the  desktop  to  find  new  ways   to  test.   •  Recognize  the  need  to  learn  new   terms  and  technology  to  work  with   mobile.   •  Consider  crea-ng  mobile  personas   to  design,  develop  and  test.   •  Inves-gate  ways  to  build  a  test  lab.   •  Learn  more  about  user  interface   design.   •  Remember  our  users  are  no  longer   tethered  to  the  desktop.  
  • 36. Test  Istanbul  2013     Karen  N.  Johnson                   email   karen@karennjohnson.com     twiLer   karennjohnson