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Hitting the wall How (previous) action gaming experience could serve as a gateway into better testing

Let's Test - Madis Jullinen

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Hitting the wall, how previous (action) gaming can act as a gateway into testing. 2013 Let's Test.

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Page 1: Let's Test - Madis Jullinen

Hitting the wall How (previous) action gaming experience could serve as a

gateway into better testing

Page 2: Let's Test - Madis Jullinen

Agenda

What is common in the world of action gaming and testing?-Overview of different mental challenges while testing and gaming.

Current academic theories behind mental processes relevant to the subject.-Multitasking-Context switching-Attention spawn-Cognitive limitations of perception-Decision making

The costs associated with those mental tasks.

How to reduce or overcome those costs?

Live examples from the world of gaming.

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Misc

@mjullinen

Madis Jullinen

Skype : c1madis

QE of Skype win8 client

Tartu, Estonia

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Executive control

What is executive controll and when does it matter?

is an umbrella term for cognitive processes that regulate, control, and manage other cognitive processes, such as planning, working memory, attention, problem solving, verbal reasoning, inhibition, mental flexibility, task switching, and initiation and monitoring of actions.

Where does multitasking fit in?

Human multitasking is the best performance by an individual of appearing to handle more than one task at the same time.

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Task-switching costs

Slower and more error-prone when switching tasks then when repeating tasks.

When offered to choose (switching / repeating), people preffered repeating.

Known as task-repetition bias

This bias becomes weaker if people are given more time to choose.

Switching cost include keeping multiple task sets at a relatively high level of activation,

or with engaging attentional monitoring processes to increase sensitivity to enviromental cues that signal task changes.

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How it’s measured

Mixing costs – difference in mean performance between mixed-task and single-task blocks.

Refer to the ability to maintain and select two tasks.

Switching costs – difference in mean performance between switch and nonswitch trials within mixed-task blocks.

Measure the ability to flexibly switch between tasks.

Block Type Predictable Switches

AAAA BBB AAA BBBB

Block Type Random Switches

A B A BBB A B AAA BB AAA

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Let’s play a game?

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Experience

It cost’s more to switch (dramatic decline in behavioral performance)

Brain activity during task switching decomposes into sustained and transient components

Switching resources are limited

… but can be trained.

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How can it be trained?

What does it take?

Reduction of mixing and switching costs can be achieved after two sessions of task-switching training.

Is it difficult?

NB = Verbal self-instructions did not promote transfer of task switching training

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Gamers are better at tasks that require forward planning.

There’s no difference between men and women.

The training effect doesn’t differ between age groups.

Though without training, substantial age-related changes have been observed.

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Gamers are better in

Increased spatial performance

Increased accuracy in pointing to nonvisible targets

Increased perceptual and cognitive abilities in visual domain

Positively related to performing dynamic spatial task

Increased visual attention

Better visual memory

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Talking about games.

We’re making 2 distinctions

Open world adventuring (Regular RPG’s, MMORPG’s, and so on)

Exploring part

Fixed time competitive games („event based gaming“)

Resources training part

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The ancient „user“ story

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How to be good at fps testing …

Don’t fall in love with a tactic. Never be static. Do not insist on using just a few tactics.

They often come in pairs (or more).

Look for opponents. Use different attachments that make it easier to see and spot opponents.

Practice a lot – play a lot and You win some. You lose some.

Stay Calm – Be Patient

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Recap

Video game experience predicts desktop/virtual, but not real navigation performance.

Gamers are better at tasks that require forward planning.

Everyone benefits from training.

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Multiplayer mode

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If it is a team game

You have to be a team player

Handle information well under pressure.

Support each ohter

Routines to cope with hardship and stress.

Routines to lean new things.

Routines to teach new things.

Train for yourself, train for your team

They do rely on you.

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Most of the issues of task-switching do remain daily issues in testing: Looking for bugs in different situations

Planning doesn’t mean it’s going to happen that way

But without a plan, you’re less likely to succeed.

Experience gives you more options for solving issues

Different games require different mindset and skills

Gaming helps us in finding ways to optimize workload / mental resources or

finding ways to get more things done.

Gaming is for some people also a great team building / learning tool.

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Recap

There’s always a better way of doing things, but you have to understand the trade-off.

Can be cheaper

Quicker

Give better coverage

More human friendly

Pick the right tool for the right work.

Keep on learning new things

To train your brain

To get more options of how to solve things

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Open Season

Questions?

Ideas?

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Fin!

Thank you for your time.

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Image credits

http://www.emeraldinsight.com/content_images/fig/2780600401001.png

http://youtu.be/wvwlt4FqmS0

World of Tanks - screenshot

Call of Duty - screenshot

Eve Online - screenshot

http://wotguru.com/wp-content/uploads/2013/05/bandicam-2013-05-06-16-16-12-717-294x300.jpg

http://wotguru.com/wp-content/uploads/2013/03/bandicam-2013-03-28-16-47-09-045-289x300.jpg

https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-ash3/931315_592491730763730_38383119_n.jpg

http://www.esportsuniverse.com/wp-content/uploads/2012/09/TheInternational2012-1024x768.jpg