Day 1 of 10

What AI can see, and what it cannot

The list I learned building a game with AI agents.

Lesson 2 of 110 complete

On Day 0 I said the most disappointing AI output is the model working blind, so before we widen what it can see, today is an honest map of what a model sees well and what it does not see at all.

I felt this hardest building Tropic Tumble, my match-three game, with AI agents doing the coding. The agents were my development team, and they were good: they wrote the game logic and passed every unit test. What they could not tell me was that the pieces were overlapping on a small screen, that the tap targets were too tight for a thumb, or that an animation was subtly wrong. Every one of those I caught the same way: I opened the game on a real phone and looked. On mobile and on games this gap is at its widest, because so much of the product is visual, but it exists on every web app I have ever tested. The judgment about what was right stayed mine the whole way through, and nowhere was that clearer than the visual calls.

Where AI carries real weight

  • Contracts and integrations between services.
  • Combing through large amounts of data, logs, and test output.
  • Spotting that the backend is not returning what it should.
  • Generating web test scenarios, because it has read more of them than any of us ever will.
  • Summarising logs and clustering failures.

Notice the shape of that list. It is all work where the truth lives in data a machine can read.

Where the human is not optional

  • Seeing that a UI is off-centre or a button is too big.
  • Visual and game testing across real devices and screen sizes.
  • Unified end-to-end user-flow testing: the whole shape of the thing, not each step.
  • Exploratory testing: deciding what to try next based on what you just saw.
  • The business decisions and the call to ship.

The truth in this list lives on a screen, in a hand, or in a judgment about people. No log line carries it. A model reading a passing test log has no idea whether the screen it just tested looked right to a real person, and neither do you unless you looked.

A passing test proves an action was taken. A human on a real device proves the screen was right.

The habit: split your checklist in two

The exact split shifts by product, but the shape does not: there is a machine half and a human half, and the human half is bigger than people think. So split your own checklist deliberately.

  • Hand the machine half to the tools. The contract checks, the data comparisons, the log combing, the hundred-variant runs. The rest of this course is about doing that handoff well.
  • Reserve your own time for the human half. The flow, the feel, the device. My written version of that half is the visual QA checklist: layout, spacing, states, real devices, everything from the second list above. Open it and run it on something you are testing this week, on a real phone. That is the half no model covers, and running it deliberately is what keeps it from quietly falling off your plate while the tools speed everything else up.
  • On any AI-assisted change, do a human pass on a real device before you ship. Not a screenshot. A real phone. This one is non-negotiable for anything customer-facing.

Try this today

Take one recent change you tested, AI-assisted or not. Write your checks for it in two columns: what a machine could have verified, and what needed your eyes. If the second column comes out empty, look harder. In more than a decade of testing I have never met a customer-facing change where it stayed empty.

Tomorrow: giving the model real access, which turns the first list from theory into work it actually does for you.

Before you move on

Do the practice, then mark it complete

Completion is for you. It means you produced the evidence the lesson asked for, not only that you reached the bottom of the page.