Start with the user journey, not the animation library

A polished website can still fail if motion hides important content, interrupts reading, or behaves differently across devices. I start UI/UX testing by identifying the goal of each page: what the user must read, click, understand, or trust.

For a motion-heavy site like an interactive company website, I would test scroll speed, keyboard navigation, touch gestures, resize behavior, and content visibility before judging visual effects.

What I check in animation QA

  • Text does not overlap during entrance, exit, hover, or scroll states.
  • Animated sections remain usable when the user scrolls quickly.
  • 3D or canvas content loads, frames correctly, and has fallback behavior.
  • Reduced-motion settings still allow the user to reach all content.
  • Animation does not block buttons, forms, navigation, or focus states.

Responsive and cross-browser coverage

I compare mobile, tablet, laptop, and wide desktop layouts. On each viewport I check spacing, readable font sizes, touch target size, image cropping, sticky headers, and footer behavior.

Cross-browser checks should include Chrome, Firefox, Safari, and Edge when possible. The evidence should name the browser, device size, scroll position, and exact visual problem.

Release evidence

For UI/UX QA, useful release evidence includes screenshots, short videos, viewport dimensions, browser versions, performance notes, and reduced-motion observations. A vague report like 'animation broken' is weak; a report with timing, screen size, and expected behavior is actionable.

All articles