Johan Hoberg's Expert Blogs
In this article I will discuss what types of testing I think should be done by a Scrum Team, and what types could be done by someone outside of the team.
I have always been interested in Live User Test since I first heard about it, but I have never had the opportunity to try it out until now. This article summarises my initial experience with crowd testing / live user test for finding and reproducing bugs.
One of the main purposes of testing is to provide information to stakeholders. In this article I will explore how a tester provides information to stakeholders through information artifacts, and what to think about when doing so.
What is the purpose of live user testing (closed alpha, closed beta, open beta, and similar) for a game, from a test perspective?
How much information should your test cases (or test missions, charters, or other types or similar test artifacts) include? What are the pros and cons of adding lots of detailed information in your test cases?
How do we define quality in games, and what does it actually mean in practice? In this article I will discuss which definition of quality I prefer, and begin to explore how I apply that definition to games.
How does a professional game tester add value to a game development studio? Can you measure this value in a good way? I will try to give my view on this subject.
Requirements can be very problematic. Either they are too detailed, and cost a fortune to create and maintain, or they are vague, which causes confusion. One potential solution explored here is to use acceptance criteria as both requirements and tests.
In this article I will try to give a list of different types of test that I think should at least be considered before development of a new game starts. This will not be a complete, all-comprehensive list, but my hope is that it will be a good start.
This article will explore how you can use the Systematic Inventive Thinking Method to generate tests with user behavior as a starting point.
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