Exploratory Testing with Interactive Fiction

I want to start off 2017 by playing around with the idea of exploration. I gave an example of how I applied exploration while testing a particular game as well as creating a game to test the exploratory abilities of testers and even a little bit about reframing interviews with gamification in this context. I want to start taking this to the next level.

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Testing and the Nature of Time

To quote Doctor Tolian Soran, the villain in Star Trek: Generations, “time is the fire in which we burn.” In a little less fictional of a context, the historian Robert Bloch has said of time that “it is the very plasma in which events are immersed, and the field within which they become intelligible.” Beyond those sentiments, time is also what provides us with a keen notion of polarity, by providing two aspects around the project singularity I talked about. So let’s talk about polarities and time and see if we can’t make this relevant to testing as a discipline.

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Testing Is Like Studying the Past

I was going to title this post “Testing is Like Archaeology.” Then I was thinking of “Testing is Like Geology.” But then I realized, as my argument took shape, that I could have said testing was like paleontology, or geomorphology, or even biography. I realized then that what I really wanted to focus on was how testing was, oftentimes, about studying the past. But to drive that argument home, let’s consider why we study the past. And let’s also consider why such study informs the future.

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The Dimensionality of Testing

Geometry is about getting from one place to another. It’s about looking at where we are and where we want to be. Or, perhaps, it can look at where we are now and help us backtrack to where we came from. However you use it, geometry takes place over a certain region of space and time. Space and time — whether looked at in the context of cosmology or just on our projects — is all about dimensions. So let’s talk about this a bit.

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