Hey y'all, I am thinking of being a beta tester for one (or possibly more) software that is being entered in the KVR Developer Challenge 2016.
But I have never been an "official" beta tester before. What is it like?
I've given feedback before in the previous KVR Dev Challenge but it's after the software is released to the public, not before and it was not obligatory. Is beta testing much more time consuming? It seems "contractual" compared to just giving feedback at one's own leisure and "whenever".
Your Experience As A Beta Tester
- KVRAF
- 7001 posts since 20 Mar, 2012 from Babbleon
ah böwakawa poussé poussé
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- Pick Me Pick me!
- 10251 posts since 12 Mar, 2002 from a state of confusion
I've tested for many products. It really depends on the company on how they handle the testing phases.. most of them have been fairly laid back. A few have been more regimented (timelines and features to test). Some have private web forums, email lists, and even full blown bug tracking systems.
But usually, you get the product alpha/beta and are free to test it out. I go through my own scenarios and a few of them involve trying to break the software (crash/burp/error) while others are just what I'd consider 'normal' use.
The key is to be detailed in your explanations when you do find an issue. If you can't explain well, at least take screenshots or video the error (http://www.cockos.com/licecap is good for the video) to show the error. The point being to help the developers pin point what/when/where/why the software errored so they can fix it quicker.
I remember one where I could hear very brittle, yet clearly audible aliasing in the high frequencies that the developer claimed they couldn't hear. I had to provide a few boosted audio examples and, I think, a screenshot or two to prove what I was hearing. After that they went back and discovered the issues (and resolved them).
You probably will also have the ability to create presets and maybe even feature addition/changes too depending on the developer. Sometimes the dev has an idea for a feature, and the testers have come back and thought up a better solution. It just depends on the developer on what they are wanting from their testers. Though, again, in most of my many testing experiences, the devs have been rather laid back and open to feedback.
Btw some might have non-disclosure agreements for you to sign. I can't recall ever signing one, but I do know there was a general rule not to share details/news/sounds (and obviously software) with anyone outside of the testing group. Doing so can easily get you booted from the project.
But usually, you get the product alpha/beta and are free to test it out. I go through my own scenarios and a few of them involve trying to break the software (crash/burp/error) while others are just what I'd consider 'normal' use.
The key is to be detailed in your explanations when you do find an issue. If you can't explain well, at least take screenshots or video the error (http://www.cockos.com/licecap is good for the video) to show the error. The point being to help the developers pin point what/when/where/why the software errored so they can fix it quicker.
I remember one where I could hear very brittle, yet clearly audible aliasing in the high frequencies that the developer claimed they couldn't hear. I had to provide a few boosted audio examples and, I think, a screenshot or two to prove what I was hearing. After that they went back and discovered the issues (and resolved them).
You probably will also have the ability to create presets and maybe even feature addition/changes too depending on the developer. Sometimes the dev has an idea for a feature, and the testers have come back and thought up a better solution. It just depends on the developer on what they are wanting from their testers. Though, again, in most of my many testing experiences, the devs have been rather laid back and open to feedback.
Btw some might have non-disclosure agreements for you to sign. I can't recall ever signing one, but I do know there was a general rule not to share details/news/sounds (and obviously software) with anyone outside of the testing group. Doing so can easily get you booted from the project.
- KVRAF
- 44121 posts since 11 Aug, 2008 from clown world
I've done a few. It's impossible to say what your experience will be like. It depends on the personalities involved. It's their product and it's their responsibility to tell you what they want unless they're looking for input. A fresh tester perspective and your previous knowledge of working with Plugins can all be of great benefit to the developer.
If it's for a professional product, some are decent enough to give out a free copy. Some want you to bend over backwards again and again. Some offer a small percentage 'gift coupon' to purchase the Plugin after you've done all they asked and blue screened your computer on several occasions 'for the cause'.
If you have something you want to gain for yourself by testing, that can be very worthwhile. I learnt a lot about a synth at one stage by offering to beta-test a preset library of all things.
My 2c.
If it's for a professional product, some are decent enough to give out a free copy. Some want you to bend over backwards again and again. Some offer a small percentage 'gift coupon' to purchase the Plugin after you've done all they asked and blue screened your computer on several occasions 'for the cause'.
If you have something you want to gain for yourself by testing, that can be very worthwhile. I learnt a lot about a synth at one stage by offering to beta-test a preset library of all things.
My 2c.
This is the same method MJ used when he was working on Anthony Marinelli's Thriller.