際際滷shows by User: JanaGierloff / http://www.slideshare.net/images/logo.gif 際際滷shows by User: JanaGierloff / Tue, 20 Jun 2017 08:10:35 GMT 際際滷Share feed for 際際滷shows by User: JanaGierloff DevQA - From Quality Control to Quality Assistance /slideshow/devqa-from-quality-control-to-quality-assistance/77098434 stpcon-170620081036
Everyone is talking about DevOps but what about DevQA? In addition to analytical and logical thinking testers must know notions of programming and also coding, same as for writing simple unit test scripts. They must know about concepts of databases, web services, build systems and continuous integration. A DevQA stimulates the testing area to expand their knowledge leading out of the comfort zone where once almost manual activities were repeated throughout the development of a system. They have an obligation to reinvent their activities and assisting the team in others, being more integrated and participatory. This is the story how we went from Quality Control to Quality Assistance. How we managed required organisational changes and setting up an automation strategy which lead the way from Quality Control to Quality Assurance. Later on we realised this is not enough as traditional testers help to ship safely by doing the testing, but this can have the side-effect of slowing the team down. Our tester:developer ratio was always low we had to find a way to empower and educate developers to test their features according to quality standards. We evolved this over time also to enforce the whole team mentality when it comes to quality. As developers learn to build quality into their features from the start, rework is reduced, and the team can achieve both quick and safe delivery. A DevQA becomes the facilitator for this, instead of the individual performing the tests. This transition is what we called quality assistance. ]]>

Everyone is talking about DevOps but what about DevQA? In addition to analytical and logical thinking testers must know notions of programming and also coding, same as for writing simple unit test scripts. They must know about concepts of databases, web services, build systems and continuous integration. A DevQA stimulates the testing area to expand their knowledge leading out of the comfort zone where once almost manual activities were repeated throughout the development of a system. They have an obligation to reinvent their activities and assisting the team in others, being more integrated and participatory. This is the story how we went from Quality Control to Quality Assistance. How we managed required organisational changes and setting up an automation strategy which lead the way from Quality Control to Quality Assurance. Later on we realised this is not enough as traditional testers help to ship safely by doing the testing, but this can have the side-effect of slowing the team down. Our tester:developer ratio was always low we had to find a way to empower and educate developers to test their features according to quality standards. We evolved this over time also to enforce the whole team mentality when it comes to quality. As developers learn to build quality into their features from the start, rework is reduced, and the team can achieve both quick and safe delivery. A DevQA becomes the facilitator for this, instead of the individual performing the tests. This transition is what we called quality assistance. ]]>
Tue, 20 Jun 2017 08:10:35 GMT /slideshow/devqa-from-quality-control-to-quality-assistance/77098434 JanaGierloff@slideshare.net(JanaGierloff) DevQA - From Quality Control to Quality Assistance JanaGierloff Everyone is talking about DevOps but what about DevQA? In addition to analytical and logical thinking testers must know notions of programming and also coding, same as for writing simple unit test scripts. They must know about concepts of databases, web services, build systems and continuous integration. A DevQA stimulates the testing area to expand their knowledge leading out of the comfort zone where once almost manual activities were repeated throughout the development of a system. They have an obligation to reinvent their activities and assisting the team in others, being more integrated and participatory. This is the story how we went from Quality Control to Quality Assistance. How we managed required organisational changes and setting up an automation strategy which lead the way from Quality Control to Quality Assurance. Later on we realised this is not enough as traditional testers help to ship safely by doing the testing, but this can have the side-effect of slowing the team down. Our tester:developer ratio was always low we had to find a way to empower and educate developers to test their features according to quality standards. We evolved this over time also to enforce the whole team mentality when it comes to quality. As developers learn to build quality into their features from the start, rework is reduced, and the team can achieve both quick and safe delivery. A DevQA becomes the facilitator for this, instead of the individual performing the tests. This transition is what we called quality assistance. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/stpcon-170620081036-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Everyone is talking about DevOps but what about DevQA? In addition to analytical and logical thinking testers must know notions of programming and also coding, same as for writing simple unit test scripts. They must know about concepts of databases, web services, build systems and continuous integration. A DevQA stimulates the testing area to expand their knowledge leading out of the comfort zone where once almost manual activities were repeated throughout the development of a system. They have an obligation to reinvent their activities and assisting the team in others, being more integrated and participatory. This is the story how we went from Quality Control to Quality Assistance. How we managed required organisational changes and setting up an automation strategy which lead the way from Quality Control to Quality Assurance. Later on we realised this is not enough as traditional testers help to ship safely by doing the testing, but this can have the side-effect of slowing the team down. Our tester:developer ratio was always low we had to find a way to empower and educate developers to test their features according to quality standards. We evolved this over time also to enforce the whole team mentality when it comes to quality. As developers learn to build quality into their features from the start, rework is reduced, and the team can achieve both quick and safe delivery. A DevQA becomes the facilitator for this, instead of the individual performing the tests. This transition is what we called quality assistance.
DevQA - From Quality Control to Quality Assistance from Jana Gierloff
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Beta Community Testing - Fluch oder Segen? (iqnite 2015, deutsch) https://de.slideshare.net/slideshow/beta-community-testing-fluch-oder-segen-64316321/64316321 iqnite2015-160723192232
Qualit辰t entscheidet, ob der Kunde wieder kommt. Die Fehler vor einem Release zu beheben, hat somit eine hohe Priorit辰t. Dies stellt jedoch eine Herausforderung in einem zweiw旦chigen Release-Zyklus dar, in dem nicht viel Zeit bleibt, die endg端ltige Version vor einem Release zu testen. Ein groes Potential bergen Beta-Spieler, die das Spiel (zumindest aus Spielersicht) oftmals besser kennen als Entwickler. Um die Testphase m旦glichst effizient zu nutzen, m端ssen Testmanager, Community-Management sowie Entwickler eng zusammen arbeiten, um den Spielern ein fl端ssiges Spielerlebnis zu erm旦glichen.]]>

Qualit辰t entscheidet, ob der Kunde wieder kommt. Die Fehler vor einem Release zu beheben, hat somit eine hohe Priorit辰t. Dies stellt jedoch eine Herausforderung in einem zweiw旦chigen Release-Zyklus dar, in dem nicht viel Zeit bleibt, die endg端ltige Version vor einem Release zu testen. Ein groes Potential bergen Beta-Spieler, die das Spiel (zumindest aus Spielersicht) oftmals besser kennen als Entwickler. Um die Testphase m旦glichst effizient zu nutzen, m端ssen Testmanager, Community-Management sowie Entwickler eng zusammen arbeiten, um den Spielern ein fl端ssiges Spielerlebnis zu erm旦glichen.]]>
Sat, 23 Jul 2016 19:22:32 GMT https://de.slideshare.net/slideshow/beta-community-testing-fluch-oder-segen-64316321/64316321 JanaGierloff@slideshare.net(JanaGierloff) Beta Community Testing - Fluch oder Segen? (iqnite 2015, deutsch) JanaGierloff Qualit辰t entscheidet, ob der Kunde wieder kommt. Die Fehler vor einem Release zu beheben, hat somit eine hohe Priorit辰t. Dies stellt jedoch eine Herausforderung in einem zweiw旦chigen Release-Zyklus dar, in dem nicht viel Zeit bleibt, die endg端ltige Version vor einem Release zu testen. Ein groes Potential bergen Beta-Spieler, die das Spiel (zumindest aus Spielersicht) oftmals besser kennen als Entwickler. Um die Testphase m旦glichst effizient zu nutzen, m端ssen Testmanager, Community-Management sowie Entwickler eng zusammen arbeiten, um den Spielern ein fl端ssiges Spielerlebnis zu erm旦glichen. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/iqnite2015-160723192232-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Qualit辰t entscheidet, ob der Kunde wieder kommt. Die Fehler vor einem Release zu beheben, hat somit eine hohe Priorit辰t. Dies stellt jedoch eine Herausforderung in einem zweiw旦chigen Release-Zyklus dar, in dem nicht viel Zeit bleibt, die endg端ltige Version vor einem Release zu testen. Ein groes Potential bergen Beta-Spieler, die das Spiel (zumindest aus Spielersicht) oftmals besser kennen als Entwickler. Um die Testphase m旦glichst effizient zu nutzen, m端ssen Testmanager, Community-Management sowie Entwickler eng zusammen arbeiten, um den Spielern ein fl端ssiges Spielerlebnis zu erm旦glichen.
from Jana Gierloff
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Testing Throughout the Software Life Cycle (2013) /slideshow/testing-throughout-the-software-life-cycle-2013/64316278 softwarelifecycle-160723191748
Covering the software life cycle of the ISTQB foundation level syllabus.]]>

Covering the software life cycle of the ISTQB foundation level syllabus.]]>
Sat, 23 Jul 2016 19:17:48 GMT /slideshow/testing-throughout-the-software-life-cycle-2013/64316278 JanaGierloff@slideshare.net(JanaGierloff) Testing Throughout the Software Life Cycle (2013) JanaGierloff Covering the software life cycle of the ISTQB foundation level syllabus. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/softwarelifecycle-160723191748-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Covering the software life cycle of the ISTQB foundation level syllabus.
Testing Throughout the Software Life Cycle (2013) from Jana Gierloff
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Fundamentals of Testing (2013) /slideshow/fundamentals-of-testing-2013/64316257 fundamentalsoftesting-160723191522
Covering the fundamentals of testing of the ISTQB foundation level syllabus.]]>

Covering the fundamentals of testing of the ISTQB foundation level syllabus.]]>
Sat, 23 Jul 2016 19:15:22 GMT /slideshow/fundamentals-of-testing-2013/64316257 JanaGierloff@slideshare.net(JanaGierloff) Fundamentals of Testing (2013) JanaGierloff Covering the fundamentals of testing of the ISTQB foundation level syllabus. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/fundamentalsoftesting-160723191522-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Covering the fundamentals of testing of the ISTQB foundation level syllabus.
Fundamentals of Testing (2013) from Jana Gierloff
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Integrating Beta Community Testing into Development using Gamification (EuroSTAR 2015) /slideshow/integrating-beta-community-testing-into-development-using-gamification-eurostar-2015/64316097 w1-integratingbetacommunitytestingintodevelopmentusinggamification-160723190234
The journey started with an unused beta server and a relatively high amount of issues which were found after live release. In the first step we staffed the beta team with very active members who knew the game very well and had a sixth sense for bugs. We also introduced missions which gave a testing focus on specific parts of the game including a rough explanation of new features. During the time boxed missions players could report bugs and for valid bugs they got a bonus at the end. To be a valid bug, the report needed to follow a specific template to provide all necessary information and it had to be part of the scope of the mission. At this point we were already utilizing Gamification by using three different game mechanics: Discovery, Bonuses, Countdown. Gamification is the use of game thinking and game mechanics in non-game contexts to engage users in solving problems and increase users self contributions. As a first result the issues found before live release increased, but the turnover rate among the testers was quite high. As there are many more game mechanics which are already a success in our games, we thought it might help for motivating our testers as well. Hence we thought about a level system with achievements where players gain points for bug reports to accomplish new levels. A leaderboard shows the progress of all participating players and also the achievements on the next level. We also introduced so called Seasons which are running for three months, where a player can get even more bonuses and achievements. After the first months we can already see that the turnover rate is decreasing. As the journey went on, we got very dedicated beta testers who kept on testing. Also the quality of the game increased by finding and fixing more issues before the live release, and the percentage of live issues was reduced from 50 to 25 percent.]]>

The journey started with an unused beta server and a relatively high amount of issues which were found after live release. In the first step we staffed the beta team with very active members who knew the game very well and had a sixth sense for bugs. We also introduced missions which gave a testing focus on specific parts of the game including a rough explanation of new features. During the time boxed missions players could report bugs and for valid bugs they got a bonus at the end. To be a valid bug, the report needed to follow a specific template to provide all necessary information and it had to be part of the scope of the mission. At this point we were already utilizing Gamification by using three different game mechanics: Discovery, Bonuses, Countdown. Gamification is the use of game thinking and game mechanics in non-game contexts to engage users in solving problems and increase users self contributions. As a first result the issues found before live release increased, but the turnover rate among the testers was quite high. As there are many more game mechanics which are already a success in our games, we thought it might help for motivating our testers as well. Hence we thought about a level system with achievements where players gain points for bug reports to accomplish new levels. A leaderboard shows the progress of all participating players and also the achievements on the next level. We also introduced so called Seasons which are running for three months, where a player can get even more bonuses and achievements. After the first months we can already see that the turnover rate is decreasing. As the journey went on, we got very dedicated beta testers who kept on testing. Also the quality of the game increased by finding and fixing more issues before the live release, and the percentage of live issues was reduced from 50 to 25 percent.]]>
Sat, 23 Jul 2016 19:02:34 GMT /slideshow/integrating-beta-community-testing-into-development-using-gamification-eurostar-2015/64316097 JanaGierloff@slideshare.net(JanaGierloff) Integrating Beta Community Testing into Development using Gamification (EuroSTAR 2015) JanaGierloff The journey started with an unused beta server and a relatively high amount of issues which were found after live release. In the first step we staffed the beta team with very active members who knew the game very well and had a sixth sense for bugs. We also introduced missions which gave a testing focus on specific parts of the game including a rough explanation of new features. During the time boxed missions players could report bugs and for valid bugs they got a bonus at the end. To be a valid bug, the report needed to follow a specific template to provide all necessary information and it had to be part of the scope of the mission. At this point we were already utilizing Gamification by using three different game mechanics: Discovery, Bonuses, Countdown. Gamification is the use of game thinking and game mechanics in non-game contexts to engage users in solving problems and increase users self contributions. As a first result the issues found before live release increased, but the turnover rate among the testers was quite high. As there are many more game mechanics which are already a success in our games, we thought it might help for motivating our testers as well. Hence we thought about a level system with achievements where players gain points for bug reports to accomplish new levels. A leaderboard shows the progress of all participating players and also the achievements on the next level. We also introduced so called Seasons which are running for three months, where a player can get even more bonuses and achievements. After the first months we can already see that the turnover rate is decreasing. As the journey went on, we got very dedicated beta testers who kept on testing. Also the quality of the game increased by finding and fixing more issues before the live release, and the percentage of live issues was reduced from 50 to 25 percent. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/w1-integratingbetacommunitytestingintodevelopmentusinggamification-160723190234-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> The journey started with an unused beta server and a relatively high amount of issues which were found after live release. In the first step we staffed the beta team with very active members who knew the game very well and had a sixth sense for bugs. We also introduced missions which gave a testing focus on specific parts of the game including a rough explanation of new features. During the time boxed missions players could report bugs and for valid bugs they got a bonus at the end. To be a valid bug, the report needed to follow a specific template to provide all necessary information and it had to be part of the scope of the mission. At this point we were already utilizing Gamification by using three different game mechanics: Discovery, Bonuses, Countdown. Gamification is the use of game thinking and game mechanics in non-game contexts to engage users in solving problems and increase users self contributions. As a first result the issues found before live release increased, but the turnover rate among the testers was quite high. As there are many more game mechanics which are already a success in our games, we thought it might help for motivating our testers as well. Hence we thought about a level system with achievements where players gain points for bug reports to accomplish new levels. A leaderboard shows the progress of all participating players and also the achievements on the next level. We also introduced so called Seasons which are running for three months, where a player can get even more bonuses and achievements. After the first months we can already see that the turnover rate is decreasing. As the journey went on, we got very dedicated beta testers who kept on testing. Also the quality of the game increased by finding and fixing more issues before the live release, and the percentage of live issues was reduced from 50 to 25 percent.
Integrating Beta Community Testing into Development using Gamification (EuroSTAR 2015) from Jana Gierloff
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Gamification in Software Testing (Nordic Testing Days 2016) /JanaGierloff/gamification-in-software-testing-nordic-testing-days-2016 ntd2016-160723185543
A journey on how to integrate an unused beta server into the development process by using gamification. To reach the goal to boost the quality of live releases we had to find a way to motivate the testers and providing some achievements. While certain game design mechanics are successfully used in our games why couldn't they also help to improve beta community testing? Going forward step by step by implementing missions, seasons and a leaderboard we managed to reduce the percentage of live issues from 50 to 25 percent and also got very dedicated testers.]]>

A journey on how to integrate an unused beta server into the development process by using gamification. To reach the goal to boost the quality of live releases we had to find a way to motivate the testers and providing some achievements. While certain game design mechanics are successfully used in our games why couldn't they also help to improve beta community testing? Going forward step by step by implementing missions, seasons and a leaderboard we managed to reduce the percentage of live issues from 50 to 25 percent and also got very dedicated testers.]]>
Sat, 23 Jul 2016 18:55:43 GMT /JanaGierloff/gamification-in-software-testing-nordic-testing-days-2016 JanaGierloff@slideshare.net(JanaGierloff) Gamification in Software Testing (Nordic Testing Days 2016) JanaGierloff A journey on how to integrate an unused beta server into the development process by using gamification. To reach the goal to boost the quality of live releases we had to find a way to motivate the testers and providing some achievements. While certain game design mechanics are successfully used in our games why couldn't they also help to improve beta community testing? Going forward step by step by implementing missions, seasons and a leaderboard we managed to reduce the percentage of live issues from 50 to 25 percent and also got very dedicated testers. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/ntd2016-160723185543-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> A journey on how to integrate an unused beta server into the development process by using gamification. To reach the goal to boost the quality of live releases we had to find a way to motivate the testers and providing some achievements. While certain game design mechanics are successfully used in our games why couldn&#39;t they also help to improve beta community testing? Going forward step by step by implementing missions, seasons and a leaderboard we managed to reduce the percentage of live issues from 50 to 25 percent and also got very dedicated testers.
Gamification in Software Testing (Nordic Testing Days 2016) from Jana Gierloff
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QA - Not Only Bugs (2016) /slideshow/qa-not-only-bugs-2016/64315943 comaqaworkshop-160723184932
QA Workshop for our Community Management. Why do have bugs, how to report them and which kind of testing are we actually doing? Only some of the covered topics.]]>

QA Workshop for our Community Management. Why do have bugs, how to report them and which kind of testing are we actually doing? Only some of the covered topics.]]>
Sat, 23 Jul 2016 18:49:31 GMT /slideshow/qa-not-only-bugs-2016/64315943 JanaGierloff@slideshare.net(JanaGierloff) QA - Not Only Bugs (2016) JanaGierloff QA Workshop for our Community Management. Why do have bugs, how to report them and which kind of testing are we actually doing? Only some of the covered topics. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/comaqaworkshop-160723184932-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> QA Workshop for our Community Management. Why do have bugs, how to report them and which kind of testing are we actually doing? Only some of the covered topics.
QA - Not Only Bugs (2016) from Jana Gierloff
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