This module introduces the student to the quality assurance process, user experience design and provides practical experience in key software tools and techniques.
The aim of this Module is to provide the student with a working knowledge of the theory and practice of quality assurance to deliver projects through to completion and the user experience as it relates to the design and development of creative projects.
By the end of this module the student should be able to:
1. Understand terminology and techniques used in the quality assurance of games
2. Create documentation to communicate project quality in teams
3. Utilise software to create, track and report on project quality
4. Demonstrate knowledge of user experience testing within the design process
5. Design, create and develop a user experience for a game.
1 Introduction to QA & User Experience:
Why is testing necessary? What is testing? General testing principles. How testing relates to design.
2 QA in the Games Industry:
The different types of testing: Functionality, Certification, Localisation, Focus, etc. What are the industry trends?
3 Game Testing Processes:
Planning, Analysis, Design, Implementation, Execution and Reporting of the Test Process.
4 Documenting Game Quality:
Design and implement test plans, test cases and bug reports for a computer game using common software packages.
5 Measuring Game Quality:
Design and implement bug metrics and project indicators to measure project quality for games using a common software packages.
6 Game Testing Software and Tools:
Defect Tracking, Version Control & the Build Process. The evolution of test engineering and automation techniques
7 Game Submissions Process:
How games projects are submitted and released with reference to Publishers and Platform Holders; PC, Console TRC/TCRs; Mobile and Web.
8 User Experience & Focus Testing Games:
Defining the user experience, determining and measuring user feedback through focus testing.
9 Designing a User Experience:
The importance of user-centric design in computer development, designing for different user audiences
10 Iterating on Design:
How you incorporate focus testing and user feedback back into the project, an exercise in prioritisation and time management.
Statement on Teaching, Learning and Assessment
Students will receive a series of lectures supported by practical sessions. Lectures cover the core content of the module, highlighting appropriate resources, pipelines and practical methods. The practical sessions focus on group discussions and analysis of sample applications. Sample applications will be provided with the intention that students develop appropriate documentation.
Teaching and Learning Work Loads
|Supervised Practical Activity||24|
|Unsupervised Practical Activity||0|
Credit Value – The total value of SCQF credits for the module. 20 credits are the equivalent of 10 ECTS credits. A full-time student should normally register for 60 SCQF credits per semester.
We make every effort to ensure that the information on our website is accurate but it is possible that some changes may occur prior to the academic year of entry. The modules listed in this catalogue are offered subject to availability during academic year 2018/19 , and may be subject to change for future years.