Ok, you have been asked to go off and research how to design/architect a mobile user experience. After the initial excitement and learning all about mobile UX, you decide to jump head-on and start designing. Then comes the realization, how are you going to test the designs in context of a mobile device? Do you have to package everything in an app or is there a way to test preliminary designs? What tools are available? Which works for what Mobile OS? When to use a particular tool? Can, we, designers use it without developer help? In this session we will discuss various testing app/methods/tools/services available specifically for Mobile, for which OS, when to best use them during design process, cost associated with some of the tools, and what are pros & cons of each of them. Conceptual Design - paper prototyping (stencils) Detailed Design - Got 5 min? - Adobe device central - Adobe Shadow - Bjango Skala (view PSD on MAC to iOS devices) - Liveview - Brute force - email the image to yourself, download it to the device and view it App testing - TestFlight - Brute force - iOS - provisioning profile, UDID, distribute .ipa file - Android, turn on debug option, download app via web browser, and install app directly. - Blueprint for iPad User testing - TestFlight - Tobii/Looxcie cam - Mr. Tappy Services - Flowella - AppCooker - Apphance (iOS, Android, WinMo) - mobileusertests (paid user testing $$) - Crowd sourcing services - crowdflower - mtruk.com Others - proto.io (iOS, Android) - Responsinator Attendees will be able to get a good understanding of the available tools, where to apply, what is available for different mobile OS’s (iOS, Android, WinMo,) and what the advantages of using certain tools over others. Time and equipment permitting I will demo couple of tools as we talk about them.