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How To Test Mobile Applications
Jeroen Mengerink
Jeroen Mengerink
Jeroen.mengerink@polteq.com
Polteq Test Services B.V., The Netherlands
2
What are Apps?
“App is an abbreviation for application. An app is a piece
of software. It can run on the Internet, on your
computer, or on your phone or other electronic device.”
About.com
“Apps have become a meaningful abbreviation to
something that just works. Apps provide a common and
easily understood idea that has been widely accepted as
a solution – indeed a means to get stuff done quickly
and effectively.”
ipadcto.com
3
Mobile application lifecycle
The mobile App development process:
•First part occurs in all projects
•Second part is store specific
– Incorporates extra requirements
4
The beginning
• All starts with an idea
• Followed by some research
– Does it already exist
– Will people like this
– Which market group(s) to target
– …
• Then a decision to really start creating the App
5
Design
• Screen layouts
– Portrait and landscape
• Screen flows
• Usability guidelines (store requirements)
6
Build
• Functionality
• Specific coding standards
• Performance guidelines (store requirements)
• Mobile devices have:
– Less memory
– Limited processor capabilities
– Smaller storage space
7
Test
• Knowledge needed in different fields
– Software testing
– Telecom
– Mobile OS/platform
8
Test approach
• Reviewing the design
– Customer and store requirements
• Functional testing of the application
– Core functionality as by design
– End-to-end functionality
• User interface
– Colour schemes; layout consistency
• Performance / stress
– Low resources
– Concurrency
• Usability
– Ease of use
9
Test approach
• Compatibility
– Check if native device functionality works
– HW/OS version compatibility
• Certification compliance
– Several certification programs exist
• True Brew Testing
• Java Verified Program
• Symbian Signed Test Criteria
• Submission guideline compliance
– Different stores have different submission guidelines
10
Minimal coverage
• Installation and uninstallation
• Network connectivity
– Following offline profile
– Using WLAN, 2G, 3G,…
– Application performance during network connectivity
problems
• Call / SMS / Alarm handling
• Performance
– Application load time
– During application usage
• Functionality specific test situations
11
Specific test situations
• Incoming calls
• Incoming SMS
• Connection loss
• Orientation changing
• Shaking
• Touch screen
• Notifications
• Advertisements
• In App purchasing
• Energy usage
• Connecting / disconnecting charger
• Screen time out / lock screen
12
Test execution
• Most phone providers provide a simulator
• Simulator used by the providers so:
– Contains real phone functionality
– Hooks for testability
• Also test on the real device!
– Simulator might be outdated
– Simulator might response different from the real thing
13
Customer acceptance
• Communicate changes
– Store guidelines
– Specific device requirements
• Check main flows through the App
– On the actual device(s)
• Initiate end user acceptance
14
App submission
• The binary containing the App
• Name
• Description
• Category
• Subcategory
• Copyright
• Rating
• Keywords
• Screenshots
• Support information
• Large App icon
Usability
guidelines
Docum
entation
guidelines
…
15
App sales and usage
• Last step is marketing
• Get the App sold
• Make sure to keep in touch with the customers
– Reviews of the App
– Patches/fixes
16
Summary
• Awareness of different fields needed:
– Testing; Telecom; Mobile phones
• Test needs to think about more than the customer
– End users
– Store requirements
• Specific device test cases
• Simulators are of great help, but not
the silver bullet
17
Summary
• Test needs to be involved in all stages of the first part
• Test needs to incorporate all extra requirements of the
second part
• Development is way ahead
– Start the pursuit for quality
18
Questions

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'How To Test Mobile Applications' by Jeroen Mengerink

  • 1. How To Test Mobile Applications Jeroen Mengerink Jeroen Mengerink Jeroen.mengerink@polteq.com Polteq Test Services B.V., The Netherlands
  • 2. 2 What are Apps? “App is an abbreviation for application. An app is a piece of software. It can run on the Internet, on your computer, or on your phone or other electronic device.” About.com “Apps have become a meaningful abbreviation to something that just works. Apps provide a common and easily understood idea that has been widely accepted as a solution – indeed a means to get stuff done quickly and effectively.” ipadcto.com
  • 3. 3 Mobile application lifecycle The mobile App development process: •First part occurs in all projects •Second part is store specific – Incorporates extra requirements
  • 4. 4 The beginning • All starts with an idea • Followed by some research – Does it already exist – Will people like this – Which market group(s) to target – … • Then a decision to really start creating the App
  • 5. 5 Design • Screen layouts – Portrait and landscape • Screen flows • Usability guidelines (store requirements)
  • 6. 6 Build • Functionality • Specific coding standards • Performance guidelines (store requirements) • Mobile devices have: – Less memory – Limited processor capabilities – Smaller storage space
  • 7. 7 Test • Knowledge needed in different fields – Software testing – Telecom – Mobile OS/platform
  • 8. 8 Test approach • Reviewing the design – Customer and store requirements • Functional testing of the application – Core functionality as by design – End-to-end functionality • User interface – Colour schemes; layout consistency • Performance / stress – Low resources – Concurrency • Usability – Ease of use
  • 9. 9 Test approach • Compatibility – Check if native device functionality works – HW/OS version compatibility • Certification compliance – Several certification programs exist • True Brew Testing • Java Verified Program • Symbian Signed Test Criteria • Submission guideline compliance – Different stores have different submission guidelines
  • 10. 10 Minimal coverage • Installation and uninstallation • Network connectivity – Following offline profile – Using WLAN, 2G, 3G,… – Application performance during network connectivity problems • Call / SMS / Alarm handling • Performance – Application load time – During application usage • Functionality specific test situations
  • 11. 11 Specific test situations • Incoming calls • Incoming SMS • Connection loss • Orientation changing • Shaking • Touch screen • Notifications • Advertisements • In App purchasing • Energy usage • Connecting / disconnecting charger • Screen time out / lock screen
  • 12. 12 Test execution • Most phone providers provide a simulator • Simulator used by the providers so: – Contains real phone functionality – Hooks for testability • Also test on the real device! – Simulator might be outdated – Simulator might response different from the real thing
  • 13. 13 Customer acceptance • Communicate changes – Store guidelines – Specific device requirements • Check main flows through the App – On the actual device(s) • Initiate end user acceptance
  • 14. 14 App submission • The binary containing the App • Name • Description • Category • Subcategory • Copyright • Rating • Keywords • Screenshots • Support information • Large App icon Usability guidelines Docum entation guidelines …
  • 15. 15 App sales and usage • Last step is marketing • Get the App sold • Make sure to keep in touch with the customers – Reviews of the App – Patches/fixes
  • 16. 16 Summary • Awareness of different fields needed: – Testing; Telecom; Mobile phones • Test needs to think about more than the customer – End users – Store requirements • Specific device test cases • Simulators are of great help, but not the silver bullet
  • 17. 17 Summary • Test needs to be involved in all stages of the first part • Test needs to incorporate all extra requirements of the second part • Development is way ahead – Start the pursuit for quality

Notas del editor

  1. Different for: Apple App Store, Android Market, Nokia Ovi Store, Blackberry App World, etc…
  2. review
  3. Make sure to know the features of the os/platform the app will be deployed to
  4. *concurrency  multi user app End-to-end functionality  dependency other apps like layar (funda)
  5. Offline profile  no network connection or sms/mms allowed
  6. Just about to finish the final level of a game  incoming call  game didn’t pause or even resets.
  7. Who is the customer???