Let's talk about testing

VR Days Europe 2017: what’s happening in the VR industry?

Viewing virtual reality from a developer’s perspective is one thing, but looking at it from a tester’s viewpoint is something else altogether. This is what we aimed to talk about at VR Days this year. Last year we proudly sponsored the event and members of our team went as visitors to enjoy the conference and exhibition, but this year we jumped right in and rented a booth at the Exhibition. Located in a prime spot in De Kromhouthal in Amsterdam Noord, our VR testing team were active participants and had some informative, thought-provoking conversations with VR developers from all industries.

Our main aim? Talk about VR testing and make it available to as many people as possible. Here’s what we found.

Continue Reading »

Pioneering Appium with Ruby for Mobile Test Automation, Part 3: Building the Environment

Huzza! More pioneering at hand. I’ll continue where we left off in my previous blog post.

Continue Reading »

The impact of thermal throttling and low-quality texture on VR testing sessions

I have been involved with testing many VR and AR applications, and I can safely say that they all come with their own specific challenges when it comes to the implementation of software testing. To run a testing project in this field successfully and not interfere with development time, it is vital that technical issues that can arise with virtual reality applications are taken into account when planning test sessions. Today I will be discussing two challenges you’re quite likely to come across: thermal throttling and low-quality texture.

Continue Reading »

Getting to know: Arthur Pawiroredjo, our new Test Engineer

It’s always lovely to get a new member of the team. This time we’d like to welcome Arthur, who joined us last month as a Test Engineer. Over to him!

Continue Reading »

Europe’s first VR testers to exhibit at Europe’s biggest VR event

VR Days Europe, Europe’s biggest virtual reality event, takes place in Amsterdam at the end of October, and we are going to be there, just like last year when we were a Silver Sponsor! On October 26th and 27th, some of the greatest VR creators will be exhibiting their content at the Kromhouthal, and spriteCloud will be among them.

We are the first European company in the domain of software testing VR experiences, so we invite visitors to experience the journey of the VR tester and find out how we developed our specialist VR testing methodology.

Continue Reading »

Pioneering Appium with Ruby for Mobile Test Automation, Part 2: OSx software

It’s time for a follow-up to my previous post on pioneering with Appium a month ago. In this post I assembled the required software to do automated testing for Android on Windows. In this post I’ll describe the same process for Mac OSx.

Continue Reading »

Testing in a Scrum team which uses the Gitflow workflow

Over the last couple of years I have worked on many projects using the Gitflow workflow. This well established workflow works really well for teams working according to Scrum. For a detailed explanation of the Gitflow workflow I highly recommend reading Vincent Driessen’s blog. In my blog, I am going to assume that the reader has a prior knowledge about the model described in his post.

Continue Reading »

spriteCloud supporting charities: Wopsie Topsie Kinderkamp

Wopsie Topsie Kinderkamp 2017

Charity – “an organization set up to provide help for those in need.”

It sounds simple, but spriteCloud is more than testing alone. Recently spriteCloud heard about an organisation where one of the Spritey’s does volunteer work: the Wopsie Topsie Kinderkamp.

In short, Wopsie Topsie Kinderkamp is a camp for children in the Velsen area of North Holland. The organisation is non-profit and provides vacation opportunities to children who come from families without the means to pay for one themselves.

Continue Reading »

The benefits of using an external test lab

In a world of cloud-based tooling, sometimes what you really need is to see how your app might work on a real device. I have visited this topic in a previous post, when I discussed the factors you should take into account when conducting cross-browser testing.

I’d like to zoom in closer on the last point (real devices vs emulators) and talk about how this applies in a test environment. More specifically: how can using a test lab of real devices help you to extend your testing activities and maximise potential test coverage?

Continue Reading »

VR through ‘Charter-based’ exploratory testing

Virtual Reality applications – both those that are built for VR and those that only have VR features enabled – are a type of software that can be characterized by a high degree of interactivity, with many components and systems. From the ‘simple’ type of VR experience – such as consuming various types of media in VR – to complex VR games, the user is constantly choosing and receiving responses to his actions.

The best way to test these highly interactive products is through exploratory testing, focusing on the user experience, integration and system tests. The more systems and components a VR app/game uses, the higher the testing complexity becomes. As such, because not everything within the application can be 100% tested, the testing plan should focus on the ‘critical path’ and the interactions affecting it, prioritizing issues based on the risk to and impact on the user base.

Continue Reading »

Reputation. Meet spriteCloud

Find out today why startups, SMBs, enterprises, brands, digital agencies, e-commerce, and mobile clients turn to spriteCloud to help improve their customer experiences. And their reputation. With complete range of QA services, we provide a full service that includes test planning, functional testing, test automation, performance testing, consultancy, mobile testing, and security testing. We even have a test lab — open to all our clients to use — with a full range of devices and platforms. Discover how our process can boost your reputation.

We use cookies to give you the best browsing experience possible. For more information, please read our cookie policy.

The cookie settings on this website are set to "allow cookies" to give you the best browsing experience possible. If you continue to use this website without changing your cookie settings or you click "Accept" below then you are consenting to this.