Testing or Quality Assurance Engineering?

Special Guest post by Aaron Wilson, Quality Engineering Manager for Big Fish Games and featured speaker at the 2019 GameBench Open.



If you’ve been in software for a minute, you’ve seen teams ship bugs. Big, breaking, and even super obvious bugs sometimes go out the door risking your reputation and revenue. You’d be forgiven if you’re confused about how this could happen. I mean, look at all the folks who have touched the product in the last two weeks! And of course, all the testing. But maybe it wasn’t enough.

Now, here comes the big bad decision. More testing. And why not? Clearly there wasn’t enough testing. Maybe.

The trap is set, baited, and ready to grab us by the ankle.

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Use game technology to ensure the visual smoothness of your app

The notion of frame rate, or frames per second (fps), which measures the smoothness of an animation, is traditionally associated with game development rather than app development. This is because games depend on stutter-free graphics in order to feel immersive, believable and responsive to a gamer’s touch inputs.

However, as businesses increasingly rely on visual fluidity to sell their products and transmit the quality of their brands, this distinction between the two sides of our industry is becoming obsolete.

Streaming video, displaying moving ads, scrolling through media-rich pages, swiping across screens, zooming and dragging -- at a fundamental level these are all animations that feel wrong if they’re not smooth. And frame rate is pretty much the the only objective way to measure this smoothness as a user perceives it on their screen.

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