Pre-test planning and the documentation of your plan may be one of the most undervalued steps in the testing process. A well-prepared plan will ensure a smooth test process throughout and enable you to achieve internal alignment early in the testing process. Be sure to document any and all resource and timing constraints. Your plan should also include the general goals, target audience, logistical considerations/requirements, and any other helpful details you can document before moving forward.
The importance of documenting your playtest goals
What is it that you’re hoping to learn from your playtest? Your goals will be driven by your position in the development lifecycle, app type, and target audience, and they will fall into one of the following categories:
Find the Fun: Test your game mechanics to discover what elements of the game will drive engagement and adoption. This can be the most difficult step in your development process, as it requires a great deal of creativity and thoughtful iteration. Thankfully this can also take place with your internal team, leveraging WIP assets so that you can quickly iterate on your initial game mechanics, and enable you to evolve your concept into an experience that has testers excited for more.
Usability: While your game does need to be generally enjoyable, you must also test the many design, interaction, and UI choices to ensure that your experience is generally usable. For your app to be successful, the user must understand the rules, player objectives and how the objectives can be met.
Core Gameplay Loop: You have a fun experience, and nothing about your UX is confusing to the user. Now, you need to be sure to test the full game loop. Difficulty balancing will be an essential step in this process, while it’s obviously preferred that your experience keeps the user’s attention from start to finish.
Technical QA + Bug Reports: While you will find technical bugs throughout many of the steps above, you should also find time to test your app specifically to assure technical stability. Keep in mind the VRCs for Meta Quest and Rift, as testing these early will help your odds of a smooth app submission process.
Build your test plan
Like many product-focused efforts, we recommend a test/research plan to help ensure team alignment and guide the execution of your test. The depth of this document will be determined by the complexity of the questions you’re looking to answer, with this in mind, see below for a number of items you may want to include in your test plan.
Purpose of the research: Why are you doing this research? Why is the stated goal(s) important?
Goals/objectives: What is the desired outcome?
Playtest Methodology: How will the test be implemented?
Logistics: Hardware, software, playspace. These may be requirements or variables.
High level breakdown/timeline of playtest: Timeline for each section or round of testing.
Core Competencies: What sorts of processes or tasks should the tester be able to perform or comprehend before and/or after the test.
Team makeup: Moderator, recruiter, etc. See section below for more information roles and responsibilities.
Survey: Provide any high level context as to the survey/script. See below for further recommendations on these deliverables, as well as example documentation.
Safety + Privacy: Any information pertaining to your privacy policy, consent form, NDA, and other precautions you will include for the safety of your tester and your organization.
Recruit and engage your target audience
Your target audience should be determined early in your development process, and if you’re new to this step, check out Module 2: The Essentials of Strategy of the Unity + Oculus course for more detail on how to determine the ideal audience for your app.
Once you’ve determined your target audience, you will want to devise a recruitment strategy. While your goals, timing, and resources will impact your recruitment process, it is important to recruit members of your target audience, as recruiting the wrong audience can drastically diminish the legitimacy of your entire test.
This is not always an easy process, so you may need to get creative. Does your app have board game elements? Maybe check out a local table top game meetup or online community forums. How about a basketball app? Can you set up at a local rec center?
Depending on your test, this might also be a good time to leverage your existing communities via your marketing email list, or the communities you’ve garnered on forums + social networks. Here’s a note from AnnMarie Bartholomaeus, Product Manager at Kluge Interactive:
Having a large, active online community allows us to rapidly recruit and deploy test groups for issues or features we want to test. It’s as simple as publishing a call for volunteers and creating a closed discussion group for that particular test. The discussion and sharing of experiences, log files, configurations and results is very easy. Our testers do enjoy the experience, and report great satisfaction at having helped improve a game which they love playing.
More tips to engage and recruit your playtester audience
Keep in mind that VR is still a new technology, and a lack of experience may impact the quality of tester feedback, especially for more intense games. You may want to include an item on your recruitment questionnaire clarifying level of VR experience.
To reiterate AnnMarie Bartholomaeus’s comment above, there are always communities, either offline or through social networks and forums that can be helpful for testing and recruitment. This is especially true for those that align with your target audience, or more broadly themed groups like those focused on video games or VR.
While you can garner valuable feedback from playtesting at conferences and events, you should recognize that most events are for the purpose of marketing your product. While most of what we see at events are presented more as marketing demos as opposed to playtests, if you design the experience in a way that removes/minimizes bias, you can garner valuable insights from these efforts.
Playtest logistics to keep in mind
Whether you’re hosting the playtest at your office, a local event, or remotely, every VR playtest has logistic considerations to keep in mind. Planning and documenting your logistics may be the difference between a fragmented list of comments and a well-organized set of actionable feedback. See below for some of the key logistical items to keep in mind:
Team roles and responsibilities overview
Many playtests are managed by a single researcher, and with this guide, you should feel empowered to manage the entire process from planning to results analysis. However, if you have teammates available during your playtest, it can be helpful for them to provide support in the following areas:
The core role is the moderator/facilitator, helping to greet the tester, walk them through the script + NDA, and acting as point of contact throughout the playtest.
Note taking is crucial to acquiring valuable feedback, as the moderator has a lot to manage throughout the exercise, we recommend at least one team member to take notes throughout the test.
Depending on the complexity of your app and general setup, logistical support can be helpful especially if this is an offsite test.
Taking into account each of the roles and responsibilities above, it can be helpful in the long term to recruit members of your design and/or engineering team for any of these assignments. This can help them to gain empathy for the end user, and become an advocate as you look to create actionable changes to your app based on these results.
Hardware and software: Prep, setup + management
Hardware can be especially challenging when testing outside of your workspace. Bring extra cables, batteries, and power supplies, an extra wi-fi hotspot can also be a life saver. Be sure to update all of your software/drivers with plenty of time for the playtest. Some teams prefer to lock down their build 3+ days before the playtest to ensure that no unplanned features or bugs creep up during a playtest. Lastly, this should come as no surprise, document your hardware and PC specs whenever possible.
Playspace type + setup considerations
No matter the location of your test, you will want to test varying playspaces to ensure that your app performs well for the maximum number of users. This includes testing your app in stationary vs seated mode, along with playspaces that might be long but narrow, short but wide, or irregularly shaped. Like your hardware/software, be sure to document the playspace size/shape and make this part of your survey questionnaire if it is a remote playtest.
For the setup, it might help to fill out a check list with items like area is clear, boundary is set, etc. We hope that setup is not a major point of complexity, but it doesn’t hurt to note it in your test plan in case there is anything unique about your setup process.
From a technical perspective, we do want to remind you of the hardware testing requirements to access the Meta Horizon store. Be sure to keep these in mind as they are a part of the VRCs which you must pass before going live on the store: VRCs for Meta Quest.
Playtest recording options
While resources and time can certainly impact your ability to record a playtest, we recommend recording with what hardware you have available. This could be with the audio recorder or video camera on your mobile phone, or 2 video cameras on either side of the tester.
Be sure to record the in-game footage for future reference, and review the section below on casting to a mobile device. Lastly, it is worth emphasizing that if you are recording, get written or verbal approval from the tester prior to starting your test.
Opportunities for telemetry
To add a bit of automation to your testing process, adding data hooks to enable telemetry throughout your application can help to provide a number of additional data points to your test. While this data will be helpful in the analysis phase, prioritization is key, as it will require time and resources to review and report on this data.
See below for a few examples of helpful telemetry to record:
Number of times lost/game ended
Way in which tester lost/game ended
Items used
Path taken on map
Scoring data
In-game location or time of specific interaction/milestone
Length of play
Height
Playspace data
In-person testing: Tips + considerations
While testing in-person can streamline much of the effort and provide added opportunities for observation, it can also make for a few logistical challenges.
Our partners at Schell Games have a great deal of experience with playtesting VR and 2D games, see below for a few of their key considerations when planning for in-person testing:
If players are coming to your office or other location, they will need a lot of details that you may take for granted but are important to them. These include:
Where to park.
What time to arrive and what time they should expect to be done.
If they need to check in at a front desk or security.
If they will be paid for their time.
If you will be providing any food for them.
Remote testing: Tips + considerations
Like in-person testing, playtesting your app remotely can present its own set of unique challenges. As you will more than likely have less control over the environment when the tester is remote, be sure to keep the following in mind:
Hardware + playspace size considerations: Be sure that your tester clearly communicates their available hardware specs and playspace to be sure that it aligns with your research goals.
Ensure your tester is aware of these environmental considerations: There are many environmental variables to take into account for remote testing. Keep the below in mind as you analyze certain challenges with tracking, or your own testing environment:
Lighting conditions
Floor + ceiling types
Mirror
Network quality: Cordless phones, microwaves, and router quality
Weather conditions
(With the above in mind) Enable your audience to test in their natural environment: A key component of remote testing is that it takes place in the user’s natural environment. This will reveal all sorts of things you weren’t aware of - like the tester may not turn on their lights all the way when they play your game.
In the recruiting phase, you should determine if they have enough space to experience your type of app, especially if yours requires more than what is allotted for a stationary playspace. Ultimately the natural environment is something you want to collect data on, not change.
Moderate your remote tests for early iterations: For early iterations of your build that may lack UX/design polish, it’s strongly recommended that you moderate your remote tests whenever possible. This ensures you can provide verbal instructions and troubleshooting guidance should the user become stuck in some way.
Custom release channels for streamlined sharing of your build: Custom release channels are a secure, user friendly solution for distributing your pre-release app for the purpose of playtesting. Every organization comes with existing release channels, and has the ability to create more. See below for a number of ways this feature can support your testing efforts:
Enable up to 100 users access to your pre-release app via the Meta Horizon Store.
Release channel builds do not require full review, this can be useful for quick, limited beta tests.
Each release channel can hold a different build for testing multiple versions of an app at once.
Each uploaded build goes through the first wave of automated build tests, which can reveal basic technical issues early in your testing process.
Build history and release notes are displayed + organized within the dashboard.
See the following technical documentation for how to get started with custom release channels:
Casting your experience + recommended instructions: While casting is a great way to generally improve user engagement, it can also be an essential tool for remote testing. If you instruct your testers to cast their experience, we recommended you communicate the following:
Bluetooth is turned on in your headset and mobile device.
The user is signed in with the same account/email address on the Meta Quest App and headset.
Headset and phone are on the same WiFi network.
Depending on how you are recording the test, you may want to instruct the tester to think aloud as they play through your app.
For remote, moderated testing some of our developer partners have found that instructing the tester to cast their phone while sharing their screen through a video sharing app has been especially effective.
Further considerations for unmoderated, remote tests: If your remote test will be unmoderated, there are a number of unique items you should keep in mind, once again our friends at Schell Games have plenty of experience in this area and recommend the following:
Make sure the tester’s headset and controllers are charged before starting the test.
If they are casting their Quest to their phone, it is polite to remind them to turn off push notifications for privacy reasons (otherwise, their texts and notifications are visible screen recording).
Turn up the volume on their Quest so that your screen recording picks up the in-game audio.
Playtest survey + Script writing best practices
With your research goals documented, this should streamline the writing process for your script + survey. See below for a number of best practices, as well as example documentation to help you get started.
Script writing best practices
While you may have the urge to wing it, we strongly recommend that you document your full script prior to the test. Be sure to practice the script, preferably with a teammate or friend, and include the recommendations below:
Provide an introduction, informing the tester about the reason for the test without giving away the details of your game.
Request permission to record and be transparent about how you are doing so.
Clarify to the tester if the app will have a great deal of intensity.
Note the tester can take off the headset at any time if they are uncomfortable.
Acquire any consent or NDA forms signed prior to starting the playtest, while you may have a code of ethics you want to share at this stage.
Survey questionnaire: VR survey questions + Guide to playtest questions by Schell Games
The types of questions you might ask all depend on your goals + research plan. Example areas to test include:
Demographic information
Ease of usability
UI text legibility
Audio quality + effectiveness
Success or confusion around specific features
Any technical challenges/bugs
...and much more
We recommend reading the following post by the team at Schell Games as it provides a number of insights for building game playtest survey questions. The DefinÂiÂtive Guide to Playtest Questions
More tips for survey writing + execution
As memory can be fallible, you will want to ask questions specific to a level/section of your game soon after it is experienced. For example, don’t wait 30 minutes after they’ve beaten a specific boss to ask about the difficulty of that level. Stop them soon after the encounter, ask them the one or two questions and let them return to the app.
Within your survey, it helps to denote whether a question is open-ended. We typically mark these with Verbatim.
Include a moment where you instruct the participant to adjust the origin point.
Depending on your test goals, it can be worth adding a bit of time at the very end for the tester to speak freely about the experience. This helps gather any final thoughts/feedback that might not have been covered in your script/survey.
VR playtest facilitation and results reporting guide also available
Be sure to check out the next guide on VR playtesting which covers facilitation, moderation and post-test data analysis. In this guide we will share the many techniques to guide your tester through the test, and analyze the resulting data to ensure that you acquire actionable insights to further improve your VR app.