Emmanuel has over 15 years of experience in the US and Europe overlooking the conception & execution of creative websites and interactive experiences, garnering numerous international awards including multiple Cannes Lions and an Emmy Award.
He is a Founding Partner and Executive Producer of ASA Digital which offers Digital Content Creation, and VR/AR & Web Creative QA services. He is also the Executive Producer USA at WOW, an innovative visual design company design involved in a wide field of design: CGI animations, installations, user interface designs, and original artworks holding exhibitions in prominent international museums.
You are listening to the VR AR Pioneers podcast, brought to you by Admix.in. We interview top professionals who share their exact formulas for success in development, growth and funding an XR startup, and I’m your host, Juan Felipe Campos. Okay, VR, AR pioneers. Remember on every episode we give away resources to help you grow your VR AR project. To enter the giveaway, subscribe to the podcast on iTunes and message the word “done” to Admix.in/giveaway to prove that you did it again, visit Admix.in/giveaway and message the word “done” to prove it and get your free resources. Today’s episode is led by Danny Halperin. Let’s hear more from him in this episode of the podcast.
Danny: 00:56 Hello everyone, this is Danny Halperin again with Admix here at the Augmented World Expo 2018 in Santa Clara, California. I’m here with Emmanuel Saccoccini from ASA Digital and he’s got a lot to talk about quality assurance for virtual reality. Thanks for being here. Emmanuel.
Emmanuel: 00:19 Thanks a lot for having me. It’s a pleasure.
Danny: 00:21 Yeah, really excited to have you join us. So, for our viewers who are unaware, would love for you to describe quality assurance for VR and what is ASA Digital is up to.
Emmanuel: 00:36 Sure. So, we provide quality assurance and testing for VR and AR content. So quality assurance is a proposal that’s been around for a long time for the video game industry, for the software industry, but we found out the VR and AR, medium are very much focused on the user experience, on the human aspects, especially when we talk about VR the device is literally on your face. So we felt there was a need in the market to do some specialized, a quality assurance services that would address the specificities of VR and AR. So that translate mostly first into having all of the hardware and devices and all of the technology that’s available for a consumer in all markets around the world. So we, we pretty much have a huge inventory and a little dreams shop, of, uh, of, of hardware VRN and mobile and devices and put together some specific processes in test protocols, uh, to address the needs of VR and AR.
Danny: 01:47 I think what is interesting about your product is that virtual reality is all about immersion. Right? The user needs to feel like the experience is, is a real experience. That it is believable. It tells a story that is consistent with the experience. So when there are flaws or bugs or, or breakages in that storyline, it totally interrupts the immersion of the experience so a tool like yours that, that quality assurance, that testing capability is really critical to ensuring that the virtual environment is consistent, right?
Emmanuel: 02:26 Yeah, totally, totally. As the, as the industry matures, the expectation and the stakes are higher for, for higher quality of content. So there is definitely a need for professional, a quality assurance services. And also we come from a digital design background, so we’re very focused on, on the, on the, on the UX and the user experience and VR and AR really have a very unique aspects of, of, of touching the human aspect of the behavior. so quality assurance in recent years has developed itself a lot around automation and virtualization. We feel this does not apply to two contents, uh, like VR and AR so what we offer is manual, real human testing with real actual configurations, but as a service with all the flexibility of a solution offer as a service,
Danny: 03:32 Sure many developers in studios, uh, are, are not doing any sort of testing or really just sort of guerrilla marketing it where they are hoping for feedback from their users to help them, uh, improve the product. But I’m guessing that there are, uh, there’s not clear communication channels for them to really know what the users are feeling. Like if there are problems the user drops off and leaves the experience and never shares that feedback. So I imagine that’s why a product like yours. Is really valuable.
Emmanuel: 04:09 Yeah, that’s, that’s, that’s, that’s right on the point. all of this content is distributed through a, uh, platforms and models and, and the, the early feedback you get when you, when you release the products that are extremely important and, and whoever gets negative feedbacks on their first release, it’s going to be an uphill battle from there, to reverse that reputation. So what we do, we can work with the teams before they actually release and make sure it’s going to meet the expectation. And the other point you, you, you, you touched on is it’s extremely difficult. I believe it’s impossible for an organization to internally address the quality assurance aspects.
Emmanuel: 04:55 They are very biased. It requires a very expensive purchase of hardware. This hardware must be maintained, must be kept off limits to the whole organization, which is impossible. And basically even if you build your, your, your, your QA facility in house today, tomorrow’s is a new device, you will have to buy it again. Uh, and you need the ability to create a lot of specific use cases. We have most of the platforms, we have them in several copies. We can do multi player testing, all sorts of things. That would be merged too time consuming, cost a, consuming in in an internal organization without bringing the, the value that an external team can bring.
Danny: 05:46 Yeah well, this was great, Emmanuel. Thank you so much for joining me.
Emmanuel: 05:48 You are very welcome. Thank you very much.
Danny: 05:49 Really appreciate it.
- LinkedIn: https://www.linkedin.com/in/sacco/
- Quality assurance testing for VR and AR content entails ensuring that the experience is free of bugs, flaws, and breakages in the storyline to maintain a consistent, immersive experience.
- The early feedback you get when you release is extremely important and those with negative feedback on their first release, create an uphill battle for themselves to reverse that reputation. So by employing QA before the actual release, you make sure it’s going to meet the expectation.
- Outside quality assurance is exceptionally valuable. The reason it’s impossible for an organization to internally address their quality assurance aspects includes the expensive purchase of hardware, keeping the hardware off-limits to the rest of the organization, building a new QA facility and keeping up with the constant purchase of new devices.