5-developing-handouts - 07/11/2011 The software life-cycle...

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07/11/2011 1 Developing Mobile Applications Mark T. Marshall The software life-cycle 1. Initial design 2. Software Testing 3. Usability Testing 4. Sanity checking frameworks 5. Checkpoint 1. Re-design or 2. Deployment 6. Maintenance The mobile experience life-cycle 1. Initial design 2. Hardware Testing 3. Software Testing 4. Sanity checking frameworks 5. Usability Testing 6. Checkpoint 1. Re-design or 2. Deployment 7. Maintenance Note the differences! Mobile experiences are currently developing as quickly in hardware as in software Platforms with which to test and develop tend to be unstable Usability, in turn, no longer provides appropriate metrics How can Fitts law be applied to a mobile experience? Problems with existing methodologies, especially in usability Typical ‘desktop’ usability testing Interviews (detailed) Questionnaires (large-scale) Prototype deployment (realistic) Quantitative experiments (controlled) Ethnographic techniques (depth) Interviews Still valid in mobile scenarios Harder to keep track of participants’ behaviour prior to interview Finding interviewees more complex Fewer frequent users Less organisational use Knowing how to structure interview more complex Solution Self-deploy or accept targeted small scale population
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07/11/2011 2 Questionnaires Also still valid in mobile scenarios Harder to deploy forms Smaller population New technologies lead to wider variety of opinions
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This note was uploaded on 01/08/2012 for the course COMPUTER S COMP taught by Professor Markt.marshal during the Spring '11 term at University of Bristol.

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5-developing-handouts - 07/11/2011 The software life-cycle...

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