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Games and Tools to Encourage Creative and Critical Thinking within Testing – John Stevenson (2 hours)
Download: Creativity Workshop Slides (PowerPoint)
How often have you found yourself stuck for ideas or thinking “why am I running tests”, whilst testing? Have you found yourself repeating the same type of test ideas again and again? Do you find it difficult to explain your reasoning to others or to be able challenge what someone is saying? If this is the case then this workshop is for you.
This workshop will provide you with a set of tools that you can take back and implement straight away in your testing profession as well as learning skills for your everyday life, by using interactive creativity, critical thinking games, and easy to remember techniques.
The focus is on freeing up your mind to allow creative ideas to flow and then re-evaluating those ideas using critical thinking approaches. These are the concepts that you will take back with you to use in your daily working environment.
You can read about these concepts in more detail on on my blog.
Building an Itinerary for Exploratory Testing – Karen Johnson (2 hours)
Download: Building an Intenary for Exploratory Testing (PDF)
Problem: I frequently encounter the following problem and as a test lead or test manager; I’m betting you have encountered this too. I encounter testers who don’t know how to use Exploratory Testing or ET is new to them. I encounter testers who refer to using ET but lack focus or the ability to report back what they have done. These same testers often do not know how to divide up the testing work. In addition to this scenario, I encounter Agile teams where testing becomes the bottleneck and people other than testers want to jump in and help with testing – but they have limited testing skills – and limited testing vocabulary to share what they have “explored.” The team members have the product knowledge and often have great “edge” case ideas but they need more than an ET charter to guide them. What to do?
Solution(s): Gathering tools such as: heuristics, testing tours (whether Mike Kelly’s pragmatic tour concepts or James Whittaker’s more thematic tour concepts) and personas (Alan Cooper’s concept of envisioning a user in specific terms), we can build itineraries for Exploratory Testing. Itinerary Exploratory Testing is not a reverse-engineered test script; instead it is a balance between scripted and exploratory. This approach encourages the person working as a tester to remain brain engaged, use their best ideas, use test design ideas as they execute. This approach also provides a purpose and a map – complete with highlighted points of interest (key points to cover), a map legend (to provide a sense of where to spend time and tactics to consider) as well as the use of personas to mentally envision a product from a different perception.
Workshop: This workshop covers a rapid introduction (summary) of heuristics, touring concepts, and personas. The majority of the workshop will be team-based exercises with “missions” to solve. The workshop ends with team debriefs so we can understand how each team has applied the “solution(s).” The goal: return to work with practical ideas on how to divide and assign testing, how to direct testing and how to enable team members who haven’t tested before how to assist in testing.
A laptop and/or mobile device will be required for the workshop.
Graphical Test Planning – How to Left Shift for Real Impact – David Bradley (2 hours)
Download Graphical Test Planning – Slides and Visio Zip File
Projects often suffer due to finding design issues too late in the development lifecycle and the unpredictability this causes in estimating, planning, test design, execution, quality and costs. These issues are further compounded when we test very complex, large-scale, highly-distributed, multi-layer systems by multiple, geographically dispersed test teams.
In this session I present Graphical Test Planning, a new methodology that provides a radical and innovative approach to testing. From just a conceptual idea of the system a simple, graphical, Observable Behaviour Model is created (using commonly available software) that provides the key to successfully delivering test projects.
Underlying the simplicity of these models is their ability to convey detailed technical information such that it is easily understood and elicits input from many different sources; information that helps verification of the system design, shows expected test coverage and helps break a project down into work packages for project planning, estimation, etc.
For any test project Graphical Test Planning:
- Enables testing to start right from Project conception, adding value all the way through the project.
- Improves product design and quality.
- Improves the effectiveness and efficiency of test teams. We have seen increases in productivity by up to 4 times.
- Does not need requirements, documentation or code to start testing. Test can run independently.
- Provides reliable and accurate estimates (typically within 10% of actuals) and plans.
- Greatly improves test coverage compared to traditional testing methods.
- Can reduce the number of test cases required when compared to traditional testing methods. Optimal test suite.
- Raises more bugs than traditional test methodologies (over twice as many).
- Enables business and technical decisions to be made based on actual data and facts and not assumptions, speculation and conjecture.
- Increases test engineers’ product knowledge, rapidly.
Graphical Test Planning challenges testers to think about how they approach and test any product. It encourages them to use their skills and experience as testers to identify and eliminate design issues from project conception onwards, empowering them to become an integral part of the whole project lifecycle and not just once coding starts.
Supercharging your bug reports – Neil Studd (2 hours)
Are you having trouble getting your bug reports fixed? It could be that you’ve yet to master the craft of bug reporting. It’s a common assumption that bug reports are easy to create, but a well-crafted bug report requires more than innate ability.
In this practical workshop, Neil will share his experiences (good and bad!) from ten years of bug reporting, and show how you can supercharge your bug reports:
* Giving accurate and concise information to avoid the dreaded “Cannot Reproduce”;
* Making effective use of keywords/structure to aid searchability and reduce duplication;
* Using clarity and persuasion to turn “Won’t Fix” issues into recognised business cases;
* Recognising business priorities and when you need to stop obsessing on one issue;
* Spot when your problem might best be solved by skipping bug reports altogether.
The session will be a mix of presentation, interactive bug reporting exercises, and group discussion/debrief, arming you with the expertise necessary to write more effective, compelling bug reports which allow your business to make informed decisions.
Behavior Driven Development – A Single Shared Source of Truth – Rikke Simonsen
Slides: BDD – A Single Sourced Truth (PDF)
How can testers, developers and the business collaborate on requirements and use this as basis for development, test and documentation?
In this workshop you will get an introduction to the purpose and benefits of Behavior Driven Development (BDD) and hands-on exercises on how to write good specifications with examples that are suited for both manual and automatic tests.
If you have experienced this:
- Developers, testers and business have problems communicating
- Functional gaps and inconsistencies
- No connection between tests and requirements
- Weak documentation
But wish it were more like this:
- Everybody uses the same language and has a shared understanding
- New functionality is automatically validated
- A single shared source of truth
- Up-to-date documentation
Then this workshop will give you the knowledge to improve and evolve a living documentation system.
Exploratory Performance Testing with JMeter – Simon Knight (4 hours)
Download JMeter Slides (PDF)
- how to setup a typical JMeter performance test environment
- how to build a basic test script including logging in and correlation of dynamic variables
- how to simulate load and how to interpret the results.
There will also be time for Q&A. Participants will need their own laptop.
Test-driven development with Lego Robots – Maaret Pyhäjärvi & Ru Cindrea (2 hours)
Download Slides – (PowerPoint)
In this workshop, we’re practicing making our test ideas crisp and clear before implementation. As business owners, we have one Lego Mindstorms Robot, a great vision for a product with technical uncertainties and plenty of devices to program the robot with. We need you to make our vision happen – working in teams, providing continuous value in short increments, designing the tests first and then implementing each feature. To build the smallest possible value, we’re not targeting the full vision at once, but a feature at a time. It’s likely that this style of development will also lead you to refactor your implementation, keeping the driving tests the same.
Implementing in this workshop does not require coding skills, but the development environment in use is about configuring ready-made components. The focus of the workshop is on making our tests small and focus on learning with our tests. For running the tests, you will need access to the integration test environment with the actual robot – and while you can visit to learn many times, the individual visit has an entry criteria (test exists) and a time-box.
To set a common pace and enable cross-workshop learning, we will stop for a retrospective regularly. We’ll also reflect on how the lessons from this workshop can be applied in real projects.
Join us in building customer value in a safe environment with uncertainty, one feature at a time!
Gamification of Software Testing – Nicola Sedgwick (2 hours)
Download Slides (PDF)
You’re in a test team, you work on test projects and for your work you receive a wage and maybe bonuses, promotions and other benefits. So why gamify? Sometimes it’s just about bringing some new energy to a team or for a team bonding session. However, gamification is useful for incentivising non-testing colleagues to feed back on new developments (anyone can have a valid point of view) or directing the efforts of outsourced teams.
This workshop will cover:
- Talk – Current uses of gamification in the crowd-sourced testing world
- Exercise – Gaming the system
- Discussion – How to spot “gamers” and how to support or thwart them
- Exercise – Gamification of a testing mission
- Discussion – Identification of where attendees might try out the techniques, who they might involve and what rewards they might offer
- Talk – Wrap up & questions
How to Break Your App – Best Practices in Mobile App Testing – Daniel Knott (2 hours)
Mobile phones are available since the middle of the 1980s. Since then, the devices changed savagely but the biggest change happened in 2007, when the first iPhone was presented by Apple. Since then, the mobile smartphone market knows only one direction – UP! Since 8 years touch devices are everywhere, from smartphones to tablets.
More than 2 millions apps are available for download in the stores of the biggest vendors and this number is still increasing. There are apps for photos, music, games, office and many more categories just to name some of them.
But what about the quality of those apps? Are those apps reliable, trust worthy, easy to use, well developed and tested? The latest world quality report from Sogeti shows that almost half (45 percent) of mobile apps are not well tested in terms of functionality, performance and security.
This workshop includes insights into the challenging job of mobile testing from native to web apps. Best practices will be provided to become a better mobile tester. Besides that, this workshop will show different test techniques from functional to non functional mobile testing, test automation tools and how to handle the device fragmentation.
The workshop will not include practical mobile test automation. However, the participants will be able to test different mobile apps manually based on the content of the workshop.