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.