A Game of Testing
summary
Shows a concrete process: builds gamified ticket/achievement system to reward fixes, rolls releases to a small percent of users, and adds lightweight automation (unit tests and Selenium) plus Kanban with WIP limits and cycle‑time metrics. The team measures effects: cycle time drops ~40% and production incidents fall ~50%. Explains which scripts and dashboards are used, how badges map to bonuses, and which changes fail so the delivery loop actually tightens.
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chapters (9)
- 0:00Introduction to testing game
- 3:03Starting a project from scratch
- 7:18Gamification of testing
- 13:07Task prioritization and time management
- 18:24Product owner's role in testing
- 24:57Improving software delivery
- 30:07Automated testing and unit tests
- 33:47Release preparation and launch
- 37:29Conclusion and testing tips
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