Presentation is loading. Please wait.

Presentation is loading. Please wait.

Picking The Right Set of Mobile Devices By Brian Kitchener Software Quality Architect

Similar presentations


Presentation on theme: "Picking The Right Set of Mobile Devices By Brian Kitchener Software Quality Architect"— Presentation transcript:

1 Picking The Right Set of Mobile Devices By Brian Kitchener Software Quality Architect

2 Overview About me Some Background The Problem Understanding Android How Apps Work Building a Device Matrix Example Matrices Conclusion

3 About Me Software Quality Architect at ProtoTest We're a mobile test lab that combines usability testing with quality assurance to cultivate a great user experience Project Architect, Technical Lead, Trainer. Started in QA in 2001 BA in Applied Computing from University of Denver Testing background : Functional, Performance, UAT, Security, API, Database. Automation : Selenium, WebDriver, WatiN, MonkeyTalk, SOASTA, Fitnesse, QTP, EggPlant, Squish Languages : C#, Java, Ruby, Javascript

4 BACKGROUND INFORMATION

5 Some Stats for 2012 Mobile Apps achieved $17 billion in sales 5.2 Mobile Subscribers – 1.2 Billion PCs – 4.2 Billion people use a toothbrush – 1 Billion Smartphones 722 Million Smartphones sold 1.4 Million iOS + Android Apps 25 developers = half of app revenue

6 iPhone - June 2007

7 About the iPhone Steve Ballmer : Microsoft CEO – Theres no chance the iPhone is going to gain significant market share. No chance. Patrick Stewart: – Last Wednesday, I stupidly dropped my iPhone in the bath, and my life has sort of spiraled almost out of control. Jon Rubinstein – Palm CEO – Is there a toaster that also knows how to brew coffee? There is no such combined device, because it would not make anything better than an individual toaster or coffee machine. It works the same way with the iPod, the digital camera or mobile phone: it is important to have specialized devices. Mike Lazaridis – Blackberry CEO – And so what [the iPhone] has actually done is increased our sales.

8 ANDROID IS THE PROBLEM

9 And Then There Were Two… Android unveiled November 2007 First device was sold in October Over 11,000 models have been released. 48 Billion app installs Over 1 Billion Android devices activated 8 OS Revisions

10 OS Fragmentation

11 Device Fragmentation

12 Lets do some math! 16 device display categories 20 different common resolutions 8 OS versions 6 Hardware Manufacturers 4 Major cellular networks 16 x 20 x 8 x 6 x 4 = 76,800 permutations Pairwise approach = over 30 permutations Who can afford to increase testing by 30X?

13 Our Approach Efficiency, not coverage Flexible: support small or large number of devices Understand how apps work to logically select criteria Use Market research to pick most common configurations Pick minimum and maximum boundary values for each criteria Choose a value that matches an edge case or abnormal configuration. Pick values that stress or tax the system

14 UNDERSTANDING ANDROID

15 Android Built and Maintained by Google Open Source Built on Linux kernel ARM X86 Ports Built to support almost any type of device – Phones, tablets, phablets, media players, tvs, watches, etc. Device Manufacturers customize code.

16 Example: Kindle Fire Forked Android 2.3 – Not updateable Customized UI Separate App store Not all android apps work Custom web browser

17 The Operating System Google Releases stock versions 10 Major Releases since 2008 – API Level, not Version Device manufacturers like to customize the OS – Drivers, libraries, UI Stock OS available in Nexus devices or an Emulator

18 Simulators / Emulators Simulator imitates the software layer – OS and Libraries – Apple provides a simulator in xCode IDE Emulator duplicates the hardware and software – Processor and Memory – Cannot mimic GPU, GPS, accelerometer Always run stock OS Can be used to test some functionality Should always test on a physical device too

19 The Processor ARM RISC-based instruction set Specification defined by ARM holdings 32 bit Same as iOS X86 patches and ports Its only a spec, can be modified.

20 SoC – System On A Chip Main Board Processor RAM Bus GPU May include : – Cellular – WiFi – NFC – GPS – Bluetooth

21 2 Samsung Galaxy S4s Quallcomm Snapdragon Quallcomm Krait 300 – Quad core ARMv7 Cortex A15 Architecture Adreno 320 GPU Dual Channel 533Mhz Bus Integrated LTE Samsung Exynos 5 Octa Samsung Big.little processor – Quad core Cortex A 15 – Quad core Cortex A7 PowerVR SGX 544 GPU Dual Channel 800Mhz Bus No Integrated LTE

22 Common SoC ManufacturerDevice NameCoresProcessorGPU QualcommSnapdragon S42 or 4 ARM Cortex- A15 Adreno NvidiaTegra 34+1 ARM Cortex- A9 Geforce SamsungExynos 42 or 4 ARM Cortex- A9 Mali IntelMedfeld1Intel x86PowerVR Texas Instruments OMAP 42+2 ARM Cortex A9 PowerVR ST-EriccsonNovaThor2 ARM Cortex- A9 PowerVR

23 Resolution is not enough Unlimited number of screen sizes available Screens range from 3 to 11 Each screen has a resolution, same as a monitor – If you increase the resolution everything shrinks! Pixels per Inch = Density Screen Size + Density = Display Bucket Resolution is not enough!

24 The Display Buckets Size : Xlarge : tablet. Large : tablet. Normal : phones. Small : phones. Density : ldpi = Low DPI (~120) mdpi = Medium DPI (~160) hdpi = High DPI (~240) xhdpi = Extra High DPI (~320) Low density (120), ldpi Medium density (160), mdpi High density (240), hdpi Extra high density (320), xhdpi Small screen QVGA (240x320) 480x640 Normal screen WQVGA400 (240x400) WQVGA432 (240x432) HVGA (320x480) WVGA800 (480x800) WVGA854 (480x854) 600x x960 Large screen WVGA800* * (480x800) WVGA854* * (480x854) WVGA800* (480x800) WVGA854* (480x854) 600x1024 Extra Large screen 1024x600WXGA (1280x800) 1024x x x x x x x x1600

25 Display Buckets Galaxy S3 – 1280 x 720 – Xhdpi density (331ppi) – Normal screen (4.7) Galaxy Tab 10.1 – 1280 x 800 – ldpi density (149ppi) – Xlarge sceren (10.1) Galaxy Note LTE – 1280 x 800 – hdpi density (285ppi) – Large Screen (5.5)

26 Market Analysis

27 Aspect Ratio UI is manipulated from code Density Pixels adjust for screen size – But can use regular pixels! Need to take both X and Y into account! – Easy to overlap or hide things Includes orientation Some devices include an aspect ratio changer! (LG Optimus Vu)

28 Cellular Carrier Four Major US Networks – Verizon, Sprint, AT&T, T-Mobile – Some phone interoperability – 2 protocols GSM – T-Mobile AT&T CDMA – Verizon and Sprint – Carriers assigned specific frequency bands – LTE will be new standard - But spectrum issues will prevent cross-network phones So if the phone supports the carriers protocol and band it can theoretically connect.

29 HOW APPS WORK

30 How Apps work Apps need to work on all screen sizes – May not be functional – May be wasted space – May not make sense Apps define XML layouts similar to HTML – Node structure – Static Content – Images, etc – Dynamic Content – Color, Text, etc.

31 Layouts and Fragments XML Fragments are reusable components Layouts stitch together fragments for a specific sized device App may need different flow for tablet vs phone

32 BUILDING THE DEVICE MATRIX

33 Our Criteria Operating System – OS customizations, missing libraries, driver issues, Screen Size – Rendering issues, usability, missing layouts Pixel Density – Density Independence, missing layouts. Aspect Ratio – X,Y calculations, overlapping panels, display issues SoC – Hardware performance, Instruction set, battery, signal Carrier – Network protocol, speed, responsiveness, packet loss

34 The Goal Efficiency, not coverage! Build a set of devices to be used for app and website testing. Know when to update them Define a list of simple categories of devices Pick devices that offer broad coverage Adjust the number of devices based upon needed coverage

35 Categorical Approach Define scope – Android, iOS, phone, tablet, etc. Understand Testing requirements Self-descriptive Names Help to broaden coverage Will adjust devices chosen to cover our criteria Should be apparent when to update a device Spread coverage : – Usage -> Edge Cases -> Strange -> Stress

36 Example Categories Common – Matches most common display configuration Newest – Latest OS version, largest screen, highest resolution Oldest – Oldest, slowest, smallest device. Abnormal – Non-standard OS, aspect ratio, orientation, size Popular – Most popular device in terms of sales Budget – Low-priced new model. Tend to have strange specs Flagship – Nexus device running stock Android OS Catch-All – Cover any missing criteria

37 Android Phone Matrix March 2012 Device NameOSDisplay Aspe ct SoCCarrier NewestHTC Droid DNA4.2Normal-xhdpi9:16Snapdragon S4Verizon OldestHTC Tattoo1.6Small-ldpi3:4Snapdragon S1AT&T CommonMotorola Droid 32.3Normal-hdpi9:16TI OMAP 4Verizon Popular Samsung Galaxy S3 4.1Normal-xhdpi9:16Exynos 4Sprint AbnormalLG Optimus VU4Large-hdpi3:4Nvidia Tegra 3Tmobile FlagshipLG Nexus 44.2Normal-xhdpi3:5Snapdragon S4TMobile BudgetDell Venue2.2Normal-mdpi3:5Snapdragon S3AT&T Catch-AllSony Xperia P2.3Normal-hdpi9:16Sony NovaThorAT&T

38 iOS Matrix March 2012 Device Name OSDisplayAspectSoCCarrier NewestiPhone 5S x ppi9:16Apple 64bit A7T-Mobile OldestiPhone 3g x ppi2:3Apple A3 AT&T CommoniPhone x ppi9:16Apple A5 Verizon PopulariPhone x ppi2:3Apple A4 Sprint iPad (Retina) iPad x ppi3:4Apple A5X Verizon iPod iPod Touch (4 th gen) x ppi2:3Apple A4 WiFi MiniiPad Mini x ppi3:4Apple A5 AT&T

39 Conclusion Understanding how everything works allows us to logically select devices. A large number of permutations can be covered in few devices If additional coverage is needed additional devices can be added White Paper : – : – Building the Ultimate Device Matrix


Download ppt "Picking The Right Set of Mobile Devices By Brian Kitchener Software Quality Architect"

Similar presentations


Ads by Google