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61<br />

3 Determining<br />

A Responsive eLearning Design Strategy<br />

3.3: Challenges and Solutions<br />

3.3.3: Testing<br />

In the screenshot on the left,<br />

the simulator shows text<br />

getting cut. On the actual<br />

device, however, the<br />

complete text is getting<br />

properly displayed.<br />

Testing on physical devices is therefore recommended, at least for the primary target devices and<br />

configurations. Remember there is no substitute for running an application in the real environment on<br />

the appropriate hardware. This practice allows you to see and experience your application exactly as<br />

your <strong>us</strong>ers will.<br />

Even when <strong>us</strong>ing tools like Ghostlab that do connect simultaneo<strong>us</strong>ly to multiple physical devices,<br />

there will still be things you'll need to check through manual testing on individual devices - for<br />

example, certain types of interactivities, or audio synching. Also, if content treatment or layering is<br />

different on different device sizes, this too will need to be manually tested.

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