Book Image

How to Test a Time Machine

By : Noemí Ferrera
Book Image

How to Test a Time Machine

By: Noemí Ferrera

Overview of this book

From simple websites to complex applications, delivering quality is crucial for achieving customer satisfaction. How to Test a Time Machine provides step-by-step explanations of essential concepts and practical examples to show you how you can leverage your company's test architecture from different points in the development life cycle. You'll begin by determining the most effective system for measuring and improving the delivery of quality applications for your company, and then learn about the test pyramid as you explore it in an innovative way. You'll also cover other testing topics, including cloud, AI, and VR for testing. Complete with techniques, patterns, tools, and exercises, this book will help you enhance your understanding of the testing process. Regardless of your current role within development, you can use this book as a guide to learn all about test architecture and automation and become an expert and advocate for quality assurance. By the end of this book, you'll be able to deliver high-quality applications by implementing the best practices and testing methodologies included in the book.
Table of Contents (19 chapters)
Part 1 Getting Started – Understanding Where You Are and Where You Want to Go
Part 2 Changing the Status – Tips for Better Quality
Part 3 Going to the Next Level – New Technologies and Inspiring Stories
Appendix – Self-Assessment

AR and testing

AR has a lot in common with VR, starting with development systems. Therefore, the testing of the two platforms is very similar. However, AR simplifies anything in relation to the hardware that VR provides. Therefore, with AR, motion sickness does not happen as frequently, as users can naturally be more aware of their surroundings. However, there are occasions in which they are not, such as when they are looking at their phone instead of their path, which could be hard for us to avoid, although we could provide the users with warnings to remind them to be aware of their surrounding and to not use the application if it is unsafe to do so.

On the other hand, objects that cannot be interacted with could be a common issue in both AR and VR; for example, if the object appears inside a physical object or in a place that is unreachable (such as in the middle of a swimming pool, a road, or if it is too high for the user to reach).

Another thing AR has in common with VR...