Arvr Testing Process
Arvr Testing Process
REQUIREMENTS ANALYSIS
Business analysis
Analysis of specifications
Clarification of requests
Start of project documentation
REQUIREMENTS ANALYSIS
--> Business analysis in AR/VR testing involves understanding the needs and goals
of stakeholders in the context of augmented reality and virtual reality
technologies.
EXAMPLE:
--> For an AR/VR training application in the healthcare sector, business analysis
would involve talking to healthcare professionals, trainers, and administrators.
--> The business analyst would gather information about specific training needs,
such as simulating surgical procedures, practicing patient interactions, or
learning about medical equipment.
Analysis of Specifications:
--> Analysis of specifications in AR/VR testing involves examining detailed
requirements related to augmented reality and virtual reality technologies.
--> It aims to ensure that AR/VR requirements are clear, complete, and feasible for
implementation.
EXAMPLE:
--> For an AR/VR gaming project, analyzing specifications would involve defining
requirements for game mechanics, player interactions, visual effects, and audio
elements.
--> This could include specifying how players move within the virtual environment,
what actions they can perform, and how game events are triggered.
Clarification of Requests:
--> It helps ensure that everyone involved in the project has a clear understanding
of AR/VR objectives and expectations.
--> The start of project documentation in AR/VR testing involves creating documents
to capture and communicate project requirements, specifications, and objectives
related to augmented reality and virtual reality technologies.
EXAMPLE:
--> For an AR/VR architectural visualization project, the start of project
documentation would involve creating documents that outline the project scope,
design requirements, technical specifications, and user interaction scenarios.
--> This could include a project charter defining the project goals and objectives,
a requirements document detailing the features and functionalities of the AR/VR
application, and user stories describing how users will navigate and interact with
the virtual environments.
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PROJECT PLANNING
--> It serves as a roadmap for the testing process, guiding testers on how to
verify that AR/VR solutions meet quality standards and user expectations.
EXAMPLE:
In the test plan for an AR navigation app, key elements would include the types of
tests to be conducted (functional, performance, usability), the devices and
platforms to be tested on (smartphones, AR glasses), and the timeline for testing
activities.
EXAMPLE:
--> In a test design discussion for an AR training simulator, stakeholders might
discuss scenarios such as equipment malfunction, user interactions, and
environmental factors to simulate in testing.
--> Writing test scenarios in AR/VR testing involves creating detailed descriptions
of user interactions, system behaviors, and expected outcomes for testing augmented
reality and virtual reality applications.
--> It helps ensure that testing activities are thorough and cover all aspects of
the AR/VR solution.
EXAMPLE:
--> A test scenario for an AR shopping experience might describe how a user selects
a product, views it in AR, and completes the purchase process.
--> It provides a way to track the coverage of requirements throughout the testing
process.
EXAMPLE:
--> In an RTM for an AR educational app, each test case would be mapped to the
corresponding educational objective or learning outcome.
--> Testers can use the RTM to verify that all learning objectives are addressed in
the testing process and that the app meets educational standards.
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ENVIRONMENT SETUP
Hardware setup
Software setup
Test tool selection
Assessing environmental impact
Environment Setup
--> Environment setup in AR/VR testing involves preparing the necessary hardware,
software, and tools to create a conducive testing environment for conducting tests
on augmented reality and virtual reality applications.
--> It ensures that testers have the required resources and infrastructure to
perform testing effectively.
--> Setting up the environment for AR/VR testing means getting everything ready for
testing, including the devices, software applications, and testing tools.
--> It's like preparing the stage for a play – everything needs to be in place for
the performance to run smoothly.
Hardware Setup:
--> Setting up the hardware means physically connecting and arranging the devices
and equipment required for testing, such as VR headsets, motion controllers, and
tracking sensors.
--> It's like setting up the stage props and equipment before a theatrical
performance.
Software Setup:
--> Setting up the software involves installing and setting up the software
applications needed to develop, run, and test AR/VR applications, such as Unity,
Unreal Engine, SDKs, and testing frameworks.
--> It's like installing and configuring the software programs on a computer before
using them for work or entertainment.
--> Selecting the test tools means choosing the software applications and utilities
that will help testers perform testing tasks, such as automated testing tools, bug
tracking systems, and performance monitoring tools.
--> It's like picking the right tools from a toolbox to complete a construction or
repair project.
--> Assessing environmental impact means considering how factors such as lighting
conditions, physical space, noise levels, and electromagnetic interference may
affect the testing environment and the performance of AR/VR applications.
--> It's like assessing the weather conditions and terrain before planning an
outdoor event or activity to ensure a safe and successful outcome.
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TEST EXECUTION
Test execution
Defects tracking
Defects validation
Regression testing
Test Execution:
--> Test execution is like pressing play on a movie – it's when the action happens
and the testers start running the tests to see how the AR/VR application behaves.
--> Testers follow the test cases step by step, interacting with the application
and recording any issues or unexpected behavior they encounter.
Defects Tracking:
--> Defects tracking is like keeping a log of problems – whenever testers encounter
a glitch or issue while testing the AR/VR application, they document it in a
central system.
--> This allows the development team to review and address the issues efficiently,
ensuring that nothing slips through the cracks.
Defects Validation:
--> Defects validation is like double-checking a repair job – testers revisit the
issues that were reported earlier to confirm that the fixes provided by the
developers have resolved the problems.
--> They perform the same steps or tests that initially revealed the issue to
ensure that it no longer exists in the AR/VR application.
Regression Testing:
--> Regression testing is like checking for unintended consequences – testers rerun
a selection of test cases that cover critical features or areas of the AR/VR
application to make sure that recent updates or fixes haven't caused any new
issues.
--> It's like making sure that fixing one problem didn't create new problems
elsewhere in the application.
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REPORTING AND CLOSURE
Detailed reports
Project summary
Improvement suggestions
Project closure
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STRONG QA EXPERTISE
WIDE PLATFORM COVERAGE
TESTING ON YOUR TERMS
CHOICE OF METHODOLOGIES: working under a specific methodology -- Agile,
Waterfall, Kanban, Scrum
EASY SCALABILITY
IN-DEPTH DOCUMENTATION
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