Good acceptance testing practices
Simon Dubreucq avatar
Written by Simon Dubreucq
Updated over a week ago

Acceptance testing refers to the action of checking the entire installation of your campaign, both relating to the implementation of the various elements in the editor, and also to its diffusion after publication. This stage of control of your campaign allows you to validate its good functioning before its public launching.

A good acceptance testing goes through 3 essential steps:

  1. Prepare and plan your testing

  2. Maximize your base of testers

  3. Perform the test phase

Prepare and plan your testing

- Preparing your testing will allow you to determine what will need to be checked, and what results you expect. You can do this by referring to the design documents that you have been able to create (recommended) such as the wireframe (rolling out of the screens of the model campaign with its main elements - buttons, game elements etc.), the user path (diagram of the user journey including the "already played" steps, the possible emailing triggers... etc) or the visuals of final rendering for each of the campaign pages, which you will have realized with your graphic teams.

- Allow a sufficient testing time to be able, for example, to fix a configuration error live and re-test it immediately, to request that the designers correct a typo in a campaign background, or even to contact us if urgently needed, if you are unable to reproduce an expected behavior. On an average campaign (7 to 10 pages), we recommend that you allow 2 or 3 extra days for testing, as a precaution, before the actual launch of the campaign.

- We recommend the creation of a testing book on a fairly complex campaign (for instance, with more than 20 pages installed) to be sure to remember to check everything. This can take the form of a process document and the results expected / encountered, or simply a file summarizing only the difficulties encountered during the tests. This book will be a communication medium between the team that configures the campaign in the editor and the testers, in order to optimize the corrections made.

Maximize your testers database

- In addition to the team that installed the campaign, it is often wise to ask "external" testers (ex: colleagues) to participate in the test, because it will give you more data to exploit: each tester can perform a different course and/or focus on particular points of your game for example.

- We recommend using a maximum number of devices and browsers to anticipate a maximum of potential problems. If an error is found, you can thus ask the tester to escalate the information with the conditions of the performed test. We propose a list of points to specify in the Browser / Device compatibility article.

Perform the test phase

- All the different user paths must now be tested.

- You can refer to our article "Check your campaigns before they go online" if necessary, which lists the main points to test.

- Do not hesitate to ask your testers for screen-shots or gifs to identify and reproduce the problematic user path.

- In any case, do not forget that changes made to a campaign will not be visible to your customers/testers until you publish the campaign.

Article updated on 05/08/2019

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