9-1 Beta Testing Plan — Worked Example (Godot Tetris)
How to use this: this is a completed plan at the scale your SAT expects — 3 testers, 3+ collection methods, a testing window of half a week plus a weekend. Read it beside
C091-Beta-Testing-Plan-Template.md(same sections, filled in), then write the same kind of plan for your solution against your SRS. The 💡 boxes explain what each section is doing for the score — leave them out of your own plan.
Beta Testing Plan For:
Software Solution Name: Godot Tetris — a modern falling-blocks game (solo + two-player LAN versus), built in Godot 4.7
Target Users: students aged 12–18 who play casual games on school laptops; two players sharing a LAN for versus mode
1. Objective
Primary Goal: Confirm that the finished game is playable, understandable and stable in the hands of real players — the interface reads clearly, the modern mechanics (hold, ghost piece, hard drop, wall kicks) behave as players expect, and a two-player LAN match runs start-to-finish without failure.
Testing Focus:
- Appearance (interface design, visual consistency)
- Functionality (core features working correctly)
- User Experience (ease of use, workflow efficiency)
- Performance (speed, reliability, compatibility)
💡 The objective names the actual solution and what "working" means for it — not "test the game to find bugs". It targets appearance AND functionality AND requirements: that's the 3–4, 5–6 and 7–8 band behaviours in one sentence each.
2. Test Scenarios
Scenario 1 — Appearance Testing: "Can you read the board?"
Targets SRS non-functional requirements: usability (visual clarity), consistency of the interface.
Testers judge whether the play field, next-piece preview, hold slot, ghost piece, score and level display communicate without explanation.
Detailed User Steps:
- Step 1 — Preparation: open the game on a school laptop; do not explain anything.
- Step 2 — Starting Activity: tester starts a solo game from the menu unaided.
- Step 3 — During Activity: after two minutes, tester points at each on-screen element and says what they think it shows (score, level, next piece, hold slot, ghost outline).
- Step 4 — Ending Activity: tester plays until game over and describes what the game-over screen tells them.
- Step 5 — Post-Activity Review: short survey items on visual clarity (1–5 scales).
Specific Feedback Points: Was the ghost piece understood without being told? Is the hold slot's "once per piece" state visible? Does the score/level area draw attention when a level-up happens?
Scenario 2 — Functionality Testing: "Do the mechanics do what players expect?"
Targets SRS functional requirements: rotation with wall kicks (FR-3), hold (FR-5), hard/soft drop and scoring (FR-7), line clears and levelling (FR-8).
Detailed User Steps:
- Step 1 — Preparation: hand the tester the one-page controls card (←/→ move, ↓ soft drop, ↑/X and Z rotate, Space hard drop, C/Shift hold).
- Step 2 — Starting Activity: tester attempts each control once in their first game.
- Step 3 — During Activity: set tasks — rotate a piece flush against the wall (wall kick), hold a piece and retrieve it, clear two lines with one drop, reach level 2.
- Step 4 — Ending Activity: observer checks the final score against the scoring table (100/300/500/800 × level, +1 per soft-drop cell, +2 per hard-drop cell).
- Step 5 — Post-Activity Review: tester reports anything that "felt wrong" (a rotation that refused, a piece that locked too early, a hold that didn't respond).
Specific Feedback Points: Did any rotation near the wall surprise the tester? Did the 0.5 s lock delay feel fair or frustrating at speed? Did the displayed score match the events observed?
Scenario 3 — User Experience Testing: "A full versus match, cold"
Targets UX characteristics: learnability, efficiency, error tolerance. Targets SRS reliability requirement: a LAN session survives a complete match.
Detailed User Steps:
- Step 1 — Preparation: two testers, two laptops, same LAN; neither has played versus mode.
- Step 2 — Starting Activity: testers follow the lobby screen to connect to each other unaided (host + join).
- Step 3 — During Activity: play one full match; observer logs any confusion, disconnection, or garbage-row event the players don't understand.
- Step 4 — Ending Activity: the match ends; testers state who won and how they know.
- Step 5 — Post-Activity Review: paired interview — what nearly stopped you, what would you change?
Specific Feedback Points: Time from "open game" to "match running" without help; whether incoming garbage rows read as an attack; whether the win/lose screen is unambiguous.
💡 Scenarios are real tasks with steps a stranger could run, not "click each button". Each names the FR/NFRs it exercises — that's the 7–8 band — and Scenario 3 targets UX characteristics by name, which is the 9–10 band behaviour.
3. Potential Users
| User | Who are they? | Why selected? | Available when? |
|---|---|---|---|
| User 1 | Year 8 student, plays mobile puzzle games, has never played Tetris | Reads the interface with fresh eyes — the learnability test can't be faked with an experienced player | Lunchtimes this week |
| User 2 | Year 11 student, experienced Tetris player (plays online guideline Tetris) | Knows how hold, ghost and wall kicks should behave, so deviations from expectations surface immediately | After school Thu/Fri |
| User 3 | Parent, plays no games, uses a laptop daily for work | Extreme-novice check on menus, controls card and game-over flow; also my weekend tester | Saturday |
Why these users represent your target audience: the target users are casual players on school laptops — Users 1 and 2 bracket that range (novice → expert), and User 3 tests whether the interface survives someone outside it. Users 1+2 together also form the LAN pair for Scenario 3.
💡 Each tester has a reason tied to what they reveal — that's "explains why potential users have been selected" (5–6 band). Role descriptions are fine; full names are not required.
4. Methodology
User Recruitment:
Ask in person this week; confirm each session time by message the day before. Consent forms handed out and signed before any session is recorded — no consent form, no session video.
Data Collection Methods:
- Direct observation (watch users during testing)
- Interviews (verbal feedback sessions)
- Surveys/questionnaires (structured feedback forms)
- Error logging (track problems encountered)
How Results Will Be Collected:
Method 1: Observation sheet (printed, one per session) — one row per event: time, what happened, tester reaction.
Method 2: Post-session survey (Google Form, 10 items: 1–5 scales on clarity/controls/fun + two open questions) — link sent as the session ends.
Method 3: Recorded interview (audio) using the six-question interview sheet; ~5 minutes per tester.
Method 4: Error log (spreadsheet) — every crash, disconnect, or "that's wrong" moment with steps to reproduce.
Data Validation Methods:
Comparison Method: survey answers cross-checked against what the observation sheet actually recorded — a tester who rates controls 5/5 but fumbled hold for three pieces gets a follow-up question in the interview.
Known Benchmarks: final scores checked against the scoring table; gravity/level progression checked against the level formula (level = 1 + lines ÷ 10).
External Validation: User 2's expectations from mainstream guideline Tetris act as the reference for "standard" mechanic behaviour.
💡 Four methods, and every method names its instrument — a survey that exists beats a "survey" that doesn't. Instruments must be ready before the first session: that's what the simulation checks.
5. Timeline
| Phase | Duration | Activities |
|---|---|---|
| Setup | ½ day | Print observation sheets + controls cards, build the survey form, collect signed consent forms, test the LAN pairing on two school laptops |
| Active Testing | 3 days (two weekdays + Saturday) | Users 1 & 2 individually (Scenarios 1–2), Users 1+2 paired (Scenario 3), User 3 on Saturday (Scenarios 1–2) |
| Results & Feedback | 1 day | File raw data into the evidence folder, complete the error log, write the deviation note |
💡 Total: half a week plus a weekend — the scale the assessment expects. Three testers, four sessions. A 6-week 12-tester plan (like the EasyRetail commercial exemplar) would fail the "realistic for the window" check.
6. Resources
Hardware/Software Requirements:
Two school laptops on the same LAN (versus needs both); the exported game build installed on each; any keyboard works — controls use physical key positions, not letters.
Support Materials for Users:
One-page controls card; consent form; the tester never sees the code or the plan.
7. Success Criteria
Primary Success Measures:
- Every tester starts a solo game unaided in under 1 minute (learnability).
- All set mechanic tasks (wall-kick rotation, hold, double line clear, reach level 2) completed by Users 1 and 2.
- One full LAN versus match completes with no disconnection and an unambiguous result.
- Displayed scores match the scoring table in every observed session.
User Satisfaction Targets:
- Visual clarity and controls both average ≥ 4/5 on the survey.
- No tester abandons a session.
Decision Framework:
What results would indicate success? All primary measures met and the error log holds only minor items → proceed to recommendations with priorities from the survey's open questions.
What results would require major changes? Any crash or LAN failure, a mechanic that confused both novice testers, or scores that don't match the table → these become the top recommended modifications in the C9-3/C9-4 report.
💡 Success criteria are countable afterwards — "≥ 4/5", "under 1 minute", "no disconnection" — so the report can say whether the test passed, not just how it felt.
Quality Checklist
C9-1 Assessment Criteria:
- C9-1-1: Components clearly identified for testing
- C9-1-3: Plan targets software appearance AND outlines potential users
- C9-1-5: Plan targets functionality AND explains why users were selected
- C9-1-7: Plan targets functional AND non-functional requirements AND documents how results will be collected
- C9-1-9: Test scenarios target user experience characteristics AND documentation is clear and concise
Professional Standards:
- All user selections include clear rationale ("why selected")
- Multiple data collection methods documented ("how collected")
- Test scenarios focus on relevant characteristics of your software solution
- Timeline is realistic for user coordination and testing
- All sections completed with clear, professional information
