simulators, emulators, and other design tools
Over on the mobile design resources wiki, we’re adding some new content, as well as moving some of our older essays into the public space. Specifically, check out Design Tools. Right now there is only a list of web emulators & simulators and a full design suite; please add your favorite tools.
And since I haven’t ranted about this recently …
Simulators (which attempt to duplicate the experience of the device on the desktop) and emulators (which use the same code as what runs on the device recompiled for the desktop) are crucial tools in application development. They do a very good job of giving the developer an idea of how the application will feel to the user, and allow the developer to do unit testing. They’re also handy for demos.
Unfortunately, these tools must not be used as the exclusive means for testing the application for either functionality or usability. Do your unit testing, but then test on actual devices either in hand or via services such as DeviceAnywhere.
There are a variety of known differences between most simulators and the devices that they simulate. Usability testing using emulators, while less expensive than testing using real devices, is also fraught with problems:
- Normal device usage involves holding the device at a comfortable angle, and even gesturing with it. The unnatural use of a computer will cause your test to miss nuances in user interaction.
- The speed of transmission and rendering on the computer is faster than on the mobile device.
- Dropped calls and dropped packets do not happen as frequently on the computer.
- User input is different on the computer. Typing will be easier, unless you restrict the user to using the mouse (in which case it will be harder).
- User context is different. Sitting at a desktop computer is a fairly formal experience. Sitting on a sofa using a device is an informal experience. Users will behave differently.
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Original Source: Little Springs Design
