Players can give the insights concerning all of the aspects of an app. They are the ones for whom it is intended for, thus, the ones who will provide the best feedback and an opportunity to make better experiences and ensure everyone loves this app.
First of all, it's crucial to test in order to evaluate a VR app, to see what doesn’t work as intended and get some insights into how to improve it, to find possible bugs, and to generate new ideas.
Testing will help to find out if the content is clear and entertaining for your specific target audience, so you can build a better VR experience to make people happy, and you will get more downloads because you’ll know what the potential users want and what they like.
Test at all stages of VR product design and development. Preview it in VR every time you make a change.
Test small parts (colors, interactions, scales, proximity, brightness, contrast) to make sure the experience is comfortable.
The importance to test the experience in VR is essential, because it always feels very different from desktop. There is no need to polish or create a detailed prototype in order to test it. Even very rough small prototypes can confirm the comfort zones, locations and scales.
Next, it’s important to define What to test, which part of a VR experience should be tested.
Let’s say you already defined why you want to test an app. For example, you want to find out why people quit after certain part of the experience or after some time. You want to increase playtime or to ensure people continue playing at least until certain part or level.
To make it happen, depending on the app itself, you may want to test what can cause game interruption, there can be a variety of reasons – from bugs in game, in the code, that simply make the game laggy or just crush the game in the middle of it where you think people quit, but can be that it’s an uncomfortable VR enviroment that causes motion sickness, eye strain etc. It might be a contrast issue and that people just don’t notice the UI. Or the reason can be that people get stuck without any clue of where to go or how to go there.
First, it’s important to know what you want to find out and how it will affect the VR experience after you get the answer to your questions. Will it help? Then you should test it.
The easiest way to test at the very beginning of design and development is to test yourself or with your team.
It’s also important to test with people with domain expertise in the industry type that your product is in, for example, medicine, if you are working on some medical-related VR app.
And, of course, test with people from your Target Audience (TA), otherwise it all might be useless. Test with those whom this app is intended for.
The next challenge is where to find all these people who desire to playtest your game?
Well, it might be not so easy, but you can try recruiting people on Reddit or some VR related groups and events. You can also attend non VR related expos where it will be suitable to showcase and demo your VR app, in order to find the new VR users.
It’s also important to consider the context and User Journey – why and where would people want to use your VR app? Is it intended for study or for leisure and entertainment? Where will people want to use it? Probably, not in the pool, but you get my point that it can be very different.
The way of finding users may be affected by the type of VR build itself. If it’s webVR, it’s easier to share and to preview, it's clear though that the testers will be experienced VR users. So get creative and enjoy the process!
After the tests are done, here is what you will get. The exact list of deliverables may vary by project and it's complexity, so feel free to contact us for more details.