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Keynote: Testing the Xbox: Lessons for All
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Keynote: Testing the Xbox: Lessons for All

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Testing a game console isn’t all fun and games. However, with more than 50 million Xbox 360 consoles sold, and the amazing success of the Kinect sensor, it’s certainly a hotbed of excitement for …

Testing a game console isn’t all fun and games. However, with more than 50 million Xbox 360 consoles sold, and the amazing success of the Kinect sensor, it’s certainly a hotbed of excitement for software developers and testers alike. Veteran tester Alan Page is having a blast on the Xbox console team and shares an insider’s view of what it’s like to test one of the most popular entertainment systems ever created. Learn the details of testing the Xbox from the guts of the operating system to the latest applications—and everything in between. Discover how the Xbox team creatively balances test automation with hands-on testing, how they’ve turned traditional measures of code coverage and test pass rates on edge, and many other ways the Xbox team builds, tests, and delivers software that both end-users and game developers love. Join Alan to discover new ideas, see exciting demonstrations, and take away practical ideas that any team can use.

Published in: Technology, Business

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  • 1. K2 Keynote 10/2/2013 10:00:00 AM "Testing the Xbox: Lessons for All" Presented by: Alan Page Microsoft Corporation Brought to you by: 340 Corporate Way, Suite 300, Orange Park, FL 32073 888-268-8770 ∙ 904-278-0524 ∙ sqeinfo@sqe.com ∙ www.sqe.com
  • 2. Alan Page Microsoft Alan Page is a principal SDET—a fancy name for tester—on the Xbox console team at Microsoft. Edging up on twenty years in software testing, Alan has previously worked on a variety of Microsoft products including Windows, Windows CE, Internet Explorer, and Office Lync. He spent some time as Microsoft’s director of test excellence where he developed and ran technical training programs for testers throughout the company.
  • 3. 9/19/2013 Testing the Xbox ALAN PAGE MICROSOFT Lessons Learned from Xbox One 1
  • 4. 9/19/2013 Lessons Learned from Xbox One My Story 2
  • 5. 9/19/2013 October 31, 2011 3
  • 6. 9/19/2013 Build a Great Team LESSON 1 Three Rules: - Build a Team, Not a product - Don’t Ship your Org Chart - Leverage your Strengths 4
  • 7. 9/19/2013 Have Super Powers LESSON 2 5
  • 8. 9/19/2013 You Don’t Have to Manage to Lead LESSON 3 6
  • 9. 9/19/2013 Have a Strategy LESSON 4 7
  • 10. 9/19/2013 Communicate Intent and Priorities Have a plan for Debt LESSON 5 8
  • 11. 9/19/2013 “The Tools, Systems, and Culture we’re creating now… …will be the Tools, Systems and Culture we use for the lifetime of the product.” The Crowd is Powerful LESSON 6 9
  • 12. 9/19/2013 The Crowd is Powerful …and the User is King LESSON 6 (REVISED) Evaluation Scale 5 Love It! – You love it so much you’d shout it out at the top of your lungs through a bullhorn from every rooftop you encounter 4 Like It – You like it a lot and might mention it during a lull in conversation at a dinner party 3 Meh – You can live with it and neither like it or hate it. It’s nothing special. There are some improvements that can be made 2 Don’t Like It – The experience leaves a bad taste in your mouth. You’d use it if you really had to otherwise, you’d stay away from it. 1 Hate it! – You hate it so much that you would only use it if you were under a Hogwarts compulsion spell 0 Not Implemented 10
  • 13. 9/19/2013 Scenario Love It Like It Meh Don't Like Hate Do this 43 10 1 1 1 Do that 3 2 9 14 20 Do the other thing 40 14 5 0 1 Do something else 20 3 5 7 15 11
  • 14. 9/19/2013 OverCommunicate LESSON 7 12
  • 15. 9/19/2013 Have Fun LESSON 8 13
  • 16. 9/19/2013 http://angryweasel.com/blog http://twitter.com/alanpage 14
  • 17. 9/19/2013 Ease of Use • Am I able to complete the scenario? • Is it complicated? Do I need to perform extraordinary steps to get what I need done? • Are there glitches in the system that make it difficult? • Was it hard to find how to execute this scenario? Are the features hidden? • Is the experience consistent? 15
  • 18. 9/19/2013 Responsiveness • Did I feel like the scenario was fast and fluid? • At any point did I feel like I had to wait a frustrating amount of time? • Was I effectively distracted while waiting for an action to take place? (ex. Movie or animation while I wait) Usefulness • Would you use this scenario yourself to accomplish this specific outcome? • Does this scenario meet a need for our consumer? • Does this let me do something that I want to do? 16
  • 19. 9/19/2013 Visual Appeal • Is the experience exciting to see and hear? • Is the UI polished? • Does the UX make the experience enjoyable? 17

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