Перевод "QE Summit, San Jose 2015 – Quality Evaluation of Non-Conventional Content"

Лемиш Юлия, “QE Summit, San Jose 2015 – Quality Evaluation of Non-Conventional Content”, public translation into Russian from English More about this translation.

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QE Summit, San Jose 2015 – Quality Evaluation of Non-Conventional Content

In the session entitled Quality evaluation of non-conventional content, Sonia Oliveira (Zynga) discussed with her panelists the challenges of localizing and evaluating new content types. There is a pressing need to ensure quality, even for non-conventional content such as games, travel reviews and movies. One of the aims of the session was to define what’s relevant to QE for content that might have a short lifecycle within the product versus other aspects of the player or user experience that might be more critical.

В сессии под названием оценки качества нетрадиционного содержания, Соня Оливейра (Zynga) обсуждал со своими дегустаторов проблемы локализации и оценки новых типов контента. Существует острая необходимость в обеспечении качества, даже для нетрадиционного контента, таких как игры, отзывы путешественников и фильмов. Одна из целей сессии было определить, что это отношение к QE для содержания, которое может иметь короткий жизненный цикл в рамках продукта по сравнению с другими аспектами игрока или пользовательского опыта, который может быть более важным.

History of edits (Latest: Lemish 2 years ago) §

— In the session-В рамках сессии One of the aims of the session was to define- Одной из целей заседания было определить Yuliasiryak22

We examined the role of traditional linguistic and functional quality testing vis-à-vis new approaches which focus on areas that users might consider more important. How to balance quality — as we currently define it — with real expectations set by users, keeping in mind that user expectations might touch a variety of product areas and not include linguistic quality at all?

Мы рассмотрели роль традиционных языковых и функциональных испытаний качества по отношению к новым подходам, которые сосредоточены на областях, которые пользователи могли бы рассмотреть более важные. Как качество баланса, в настоящее время мы определяем это — реальные ожидания пользователей, имея в виду, что ожидания пользователей могут касаться различных областях продукта и не являются лингвистические качества на всех?

History of edits (Latest: Yuliasiryak22 1 year, 5 months ago) §

Sonia Oliveira kicked off the session by asking: “How do we define non-conventional content”? Her opinion was that it is sometimes hard to delimit content-types, but it is evident that non-traditional companies (like Netflix, R2Games, and LinkedIn, just to mention the companies represented in this session) are usually the ones also dealing with non-conventional content on a daily basis. Zynga is a gaming company that has a centralized localization department localizing approximately 50 products into 18+ languages.

As Sonia explained, the gaming industry is a dynamic and competitive industry where agile content creation and localization is a must. This was also underlined by Shaun Newcomer (R2Games). Both claimed that maybe more than in any other industry, prioritization is key when it comes to QE.

Content that disappears fast receives less attention in the localization and QE cycle as opposed to quality critical content that can affect player experience such as the tutorial and the beginning stages of a game.

The aim is to engage the player.

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