3 ms·
I'd say it depends on the sort of application you're developing. In the next couple of weeks I'm due to release a boxing game (shameless plug: leatherthegame.c
by drrob 8y ago
I'd say it depends on the sort of application you're developing.
In the next couple of weeks I'm due to release a boxing game (shameless plug: leatherthegame.com), and other than myself my only tester has been my cousin.
Having worked on the project for over 3 years I'm aware that there are areas where I "can't see the wood for the trees", but I am confident in my own knowledge, and only wanted an external viewpoint to see how a noob would see things from afresh (both in terms of not having used the app before and also him being only a lite-casual boxing fan, so he wasn't up-to-speed with some terminology).
I know full well that once its released the proper boxing fans will get in touch, and I'll change things post-release from that feedback, so my strategy is very much a post-launch end user feedback one. In an ideal world I would have had more friends who could help me test it, but there's only so many opinions I can factor in pre-launch, and managing their experiences and feedback would have been a mini-project to manage purely by itself. When already time-constrained with launch schedules, app store listings and last minute bug hunts and device optimisation I couldn't spare the time to manage a phalanx of testers.
This has been a passion project/scratch-my-own-itch project, which is why I feel more secure not having many outside opinions. If you're building something more strategic, to fill a target niche in a specific market say, then my approach will DEFINITELY NOT WORK. In this case you'd be best off firing out a message on LinkedIn or something like that, asking for would-be best testers.