A one of the first presentation I gave on Mobile Application testing at New Ports Institute - Just like to have it here for the students and anyone who wish to familiarize with mobile apps testing
2. Testing by Definition
The Device Psyche
Mobile Common Sense and Market Trends
Mobile O/S
The User Experience
Testing The Usability
◦ Consistency
◦ Flexibility, Efficiency and Personalization
◦ Ease of Inputs
◦ Visibility of System Status
◦ Being Realistic
◦ Ergonomics
◦ Aesthetics and Social Sense
◦ Error Handling
3. Testing is questioning a product
in order to evaluate it.
James Bach
satisfice.com
Testing is about asking and
answering the question “Is there a
problem here?”
Michael Bolton
DevelopSense.com
4. the infinite process of comparing the invisible to
the ambiguous so as to avoid the unthinkable
happening to the anonymous
In other words, it is a challenge!
Check out: Becoming a Software Testing Expert – James Bach
Perfect Testing is….
10. Android from Google Inc. (free and open source)
bada from Samsung Electronics (closed source, proprietary)
BlackBerry OS from BlackBerry (closed source, proprietary)
iOS from Apple Inc. (closed source, proprietary)
S40 (Series40) from Nokia (closed source, proprietary)
Symbian OS from Nokia and Accenture (open public license)
Windows Phone from Microsoft (closed source, proprietary)
And many more…
11. The Testing of mobile apps is
all about One and One thing
only:
“The User Experience”
a.k.a “UX”
12. o Increase commercial potential
o Minimize support cost.
o User needs and desires are reflected
o UI will support both frequent and critical
tasks.
UX testing suggest small changes which is
very cost effective when it occurs at the right
point in the production cycle.
24. Use of Auto Filling text fields to
avoid spelling mistakes.
Use of
dropdown list
/ Selections
Large enough
input fields
for touch
screen users.
25. Does the user knows what is going on?
A known reference Point : User must know where user is
currently standing
Use of progress bar for installation or loading status of
items.
27. Use of real world
objects (icons,
images) as much as
possible
28. Use of self
explanatory text for
button, icons or
images which is
nearest to the real
world.
29. Use the real time
scenarios to make your
application more
appealing for end
users.
30.
31. Visual design of mobile
application must be
Easy to read under
different condition like
in sunlight or in dark
night.
32. A glance at the
display should be
enough to
understand the
information.
33. Mobile devices are like companions
Therefore, mobile devices must also be pleasing
to use.
They should look and work beautifully,
and never embarrass the user in a social
situation.
Please don‟t take this wrong
34. The user‟s data
Privacy and Safety
and
User friendly and
socially acceptable
UI for application.
35. Because mobile
screens are
small;
Error message
texts should be
short and precise,
yet non-technical
and
understandable.
Error notification
should propose a
solution to the
error and should
be in user
understandable
language.
36.
37. SQA‟s From Pakistan – LinkedIn Group
Pak SW Quality Assurance – LinkedIn Group
Software Ponder Alliance – LinkedIn Group
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