Change is hard. Advances in game design and neuroscience can make it easy. Millennium of evolution gives us an amazing system for acquiring behavior good and bad. The rush of positive emotions such as dopamine (reward), endorphin (euphoria), and oxytocin (trust) do daily battle with bad boys such as cortisol (stress). The activities we engage in for these daily battles tune our behavior. The challenge is that the cognitive rational self that sets our goals is not the same brain system that deals out the chemicals that make us feel good. Serious game designers and Gamifciation experts ignore this battle at their peril. Specially designed games can hack your brain to turn vicious cycles into virtus ones to help you lose weight, get smarter, and even fight climate change.
Come and explore this playful splash into 4 specific ways the fun of games can rewire your brain to be happier, healthier, and primed to work together to save the planet.
Usability in Wonderland: 5 Things You Should Never Do in VRNicole Lazzaro
To construct a magical trip to wonderland, game developers must relearn how to move the camera, navigate the world, use a HUD, create strong emotions, and even play audio. Based on 2 years of VR research on games such as 'Job Simulator', 'Defense Grid', 'EVE Valkyrie', plus 25 years of game research and developing their own VR game, 'Follow the White Rabbit', they take a deep dive into player psychology, usability, and the neuropsychology of emotion. Join them to explore the 5 most challenging usability obstacles game developers (and film makers) face making innovative and emotionally compelling VR games.
Takeaway
VR designers and developers wanting to create deeply compelling innovative VR experiences and avoid shipping a barfatorium. Attendees will be able to identify and overcome the 5 most challenging obstacles to designing compelling VR experiences with prioritized, practical, and concrete design patterns for better VR games.
5 Must Have VR Strategies for Better GamesNicole Lazzaro
Virtual Reality. From the dawn of time games have always created it. It's the magic circle where we transport our players for a few minutes, a few hours, a few days even years. With today’s new Virtual Reality Headsets and AR Smart Glasses we finally reach the intersection of movie like immersion and the interaction possibilities of games. On one hand Virtual Reality offers an unprecedented theater for engagement on the other it presents more physiological, psychological, and gameplay challenges than all other platform shifts in game’s history combined. The talk presents the 5 most common mistakes VR/AR developers make discovered in XEODesign's year of VR research. We then present practical VR design strategies to overcome them. If you want to ship a VR/AR game and not a barfatorium you must see this talk!
In this second session our guest speaker will be Nicole Lazzaro, CEO of XEODesign, a game designer using fun mobile and VR games to unlock human potential, enhance environmental consciousness and create tangible good in the world.
Her iOS game, Tilt World, has allowed the planting of 16,000 trees in Madagascar and is on track for 1 million.
The Science of Fun: 3 Ways Games Make us Happier and Save the World GSummit 2014Nicole Lazzaro
Change is hard. Advances in game design and neuroscience can make it easy. Millennium of evolution gives us an amazing system for acquiring behavior good and bad. The rush of positive emotions such as dopamine (reward), endorphin (euphoria), and oxytocin (trust) do daily battle with bad boys such as cortisol (stress). The activities we engage in for these daily battles tune our behavior. The challenge is that the cognitive rational self that sets our goals is not the same brain system that deals out the chemicals that make us feel good. Serious game designers and Gamifciation experts ignore this battle at their peril. Specially designed games can hack your brain to turn vicious cycles into virtus ones to help you lose weight, get smarter, and even fight climate change.
Come and explore this playful splash into 3 specific ways the fun of games can rewire your brain to be happier, healthier, and primed to work together to save the planet.
5 Must Know Design Strategies for Better VR GamesNicole Lazzaro
Virtual Reality. From the dawn of time, games have always created it. It's the magic circle where we transport our players for a few minutes, a few hours, a few days, even years. With today’s new Virtual Reality Headsets and AR Smart Glasses, we finally reach the intersection of movie like immersion and the interaction possibilities of games. On one hand, Virtual Reality offers an unprecedented theater for engagement. On the other, it presents more physiological, psychological, and gameplay challenges than all other platform shifts in games' history combined. This talk presents the 5 most common mistakes VR/AR developers make, discovered in XEODesign's year of VR research. We then present practical VR design strategies to overcome them. If you want to ship a VR/AR game and not a barfatorium, you must hear this talk!
Usability in Wonderland: 5 Things You Should Never Do in VRNicole Lazzaro
To construct a magical trip to wonderland, game developers must relearn how to move the camera, navigate the world, use a HUD, create strong emotions, and even play audio. Based on 2 years of VR research on games such as 'Job Simulator', 'Defense Grid', 'EVE Valkyrie', plus 25 years of game research and developing their own VR game, 'Follow the White Rabbit', they take a deep dive into player psychology, usability, and the neuropsychology of emotion. Join them to explore the 5 most challenging usability obstacles game developers (and film makers) face making innovative and emotionally compelling VR games.
Takeaway
VR designers and developers wanting to create deeply compelling innovative VR experiences and avoid shipping a barfatorium. Attendees will be able to identify and overcome the 5 most challenging obstacles to designing compelling VR experiences with prioritized, practical, and concrete design patterns for better VR games.
5 Must Have VR Strategies for Better GamesNicole Lazzaro
Virtual Reality. From the dawn of time games have always created it. It's the magic circle where we transport our players for a few minutes, a few hours, a few days even years. With today’s new Virtual Reality Headsets and AR Smart Glasses we finally reach the intersection of movie like immersion and the interaction possibilities of games. On one hand Virtual Reality offers an unprecedented theater for engagement on the other it presents more physiological, psychological, and gameplay challenges than all other platform shifts in game’s history combined. The talk presents the 5 most common mistakes VR/AR developers make discovered in XEODesign's year of VR research. We then present practical VR design strategies to overcome them. If you want to ship a VR/AR game and not a barfatorium you must see this talk!
In this second session our guest speaker will be Nicole Lazzaro, CEO of XEODesign, a game designer using fun mobile and VR games to unlock human potential, enhance environmental consciousness and create tangible good in the world.
Her iOS game, Tilt World, has allowed the planting of 16,000 trees in Madagascar and is on track for 1 million.
The Science of Fun: 3 Ways Games Make us Happier and Save the World GSummit 2014Nicole Lazzaro
Change is hard. Advances in game design and neuroscience can make it easy. Millennium of evolution gives us an amazing system for acquiring behavior good and bad. The rush of positive emotions such as dopamine (reward), endorphin (euphoria), and oxytocin (trust) do daily battle with bad boys such as cortisol (stress). The activities we engage in for these daily battles tune our behavior. The challenge is that the cognitive rational self that sets our goals is not the same brain system that deals out the chemicals that make us feel good. Serious game designers and Gamifciation experts ignore this battle at their peril. Specially designed games can hack your brain to turn vicious cycles into virtus ones to help you lose weight, get smarter, and even fight climate change.
Come and explore this playful splash into 3 specific ways the fun of games can rewire your brain to be happier, healthier, and primed to work together to save the planet.
5 Must Know Design Strategies for Better VR GamesNicole Lazzaro
Virtual Reality. From the dawn of time, games have always created it. It's the magic circle where we transport our players for a few minutes, a few hours, a few days, even years. With today’s new Virtual Reality Headsets and AR Smart Glasses, we finally reach the intersection of movie like immersion and the interaction possibilities of games. On one hand, Virtual Reality offers an unprecedented theater for engagement. On the other, it presents more physiological, psychological, and gameplay challenges than all other platform shifts in games' history combined. This talk presents the 5 most common mistakes VR/AR developers make, discovered in XEODesign's year of VR research. We then present practical VR design strategies to overcome them. If you want to ship a VR/AR game and not a barfatorium, you must hear this talk!
4 Keys to Fun The Psychology of Engagement Samsung Developers Conference 2015Nicole Lazzaro
As technology gets smaller and smaller the challenge for designing compelling experiences gets bigger and bigger. Leverage the psychology of fun and learn how to use emotions from game like mechanics to increase engagement. Whether you are working on smart watch gaming, to wearables, to next generation TVs, to VR hardware, to enterprise gamification; come discover specific techniques borrowed from games to deepen engagement, retention, and viral sharing.
4 Keys and Psychology of Fun from Awareness to Impact GSummitNicole Lazzaro
Standing on top of a temple in Egypt I had a vision of how to change the world with play. Games and work both require decisions, only games are often more engaging. Today we can use what people are naturally inclined to do to architect systems of engagement to better themselves and their world. We can use these games to succeed where corporations and public service institutions have failed. We can use the psychology of fun to create games of engagement to make us happier and smarter, help us achieve our goals, solve challenging problems like poverty and climate change.
Research shows that people who are in a happy engaged brain states are 50% more productive. We can use the emotions from play to create brain states that drive success in the workplace and in life. Over thirty years games have evolved techniques to create strong emotions that drive play. Ultimately these games can actually deliver public services, such as Tilt World a game to plant 1 million trees. http://bit.ly/TiltWorld
Movies like Al Gore's Inconvenient Truth, viral videos like Kony 2012 raise awareness about important issues. Games, the medium of the 21st century, have the power to turn this awareness into action. In this talk we cover what brain states improve performance, how games create engagement to create these brain states, how to design the specific choices with the Four Keys to Fun, and ultimately how to amplify a game's impact on the player and the real world.
Mitigate Abuse Before it Starts in VR (and traditional games)Nicole Lazzaro
Panel Description: Once a game has been released, there's only so much that even the best community team can do to prevent bad behavior. If a game wasn't designed with an understanding of human motivations and what the "worst person ever" will do when provided access to others, mitigating abuse is an uphill battle. This talk will cover how player motivation impacts design, identifying opportunities for abuse, and building the framework for a healthy community both in and out of the game. By understanding the motivations of the very worst, you can learn to design for the best. Presentation from Panel with Tara Katherine Lo, Tara Brannigan, and Nova Barlow. At GDC 2018 Community Management Summit
4 Most Important Emotions to Monetize Free to Play GamesNicole Lazzaro
Great casual gameplay creates strong emotions that AB testing and traditional marketing methods can't measure. Other methods can and developers that access player emotions early in game development can innovate monetization mechanics with much less risk.
Beyond level packs and ammo, players crave specific emotions in exchange for their hard earned cash. Come find out how games such as Candy Crush Saga, Bejewled Blitz, and My Singing Monsters go beyond emotions like fiero and schadenfreude to motivate players to play.
To succeed MR games must transform from cabinets of curiosities to fun emotionally compelling interactive narrative spaces. Advances in input, displays, and AI open up vast new opportunities in game design and narrative. In this talk we time travel to GDC 2020 and take a peek at the 3 MR games many of us want to play.
The talk features 3 compelling future MR scenarios to illustrate 5 core MR design techniques. We dive deep into the design requirements for compelling MR that takes advantage of virtual world overlays, depth maps of existing terrain, NPC and object interaction, and character customization.
Empathy, a word often used yet little understood is critical component of any XR experience and separates XR from all other media. This talk covers three empathy deepening XR techniques distilled from 4 years of research from thousands of players in our own XR Lab for Google, Hidden Path, Survios, 'Beat Saber', 'Fragments' (HoloLens), and 3 unannounced titles: Empathy Hurdles, Empathy Bridges, and Empathy Channels. Whether it's to reduce grieving; create branded emotions from Apple; or bring to life deeply rich narrative spaces for the Harry Potter IP; these three empathy techniques double your XR creation's ability to create emotional depth.
Takeaway
Participants walk away with three frameworks for creating empathy and more importantly weaving richer emotional experiences especially through interaction. Empathy Hurdles to increase compassion, Empathy Bridges to magnify social emotions, and after these, Empathy Channels to increase a pantheon of emotions such as feelings of accomplishment, wonder, surprise, excitement, and desire.
Intended Audience
Brands, IP holders, and game developers interested in leveraging XR's unprecedented capacity for generating empathy to strategically create designs that deliver and enhance their mission objectives. These tips target a brand, IP, and game's emotion profile and emotion architecture to the point where simply turning around the XR space opens empathy to create a series of emotions that feels like narrative even without a story.
Taming the Metaverse. Advanced UX / UI Standards for AR Games.AWE NITE SF Mee...Nicole Lazzaro
Pick up any smart phone and gestures to operate it are nearly universal. Put on a set of smart glasses or play a mobile AR game and they are hobbled by out dated UX/UI standards that interfere with the new opportunities on the emerging AR platforms for spacial computing. In contrast to the UX/UI guidelines for WIMP interfaces; precious little has been written about best practices for AR. With screenless information, spatial computing, floating menus, mid air gestures, restyled 3DOF and 6DOF controllers, new graphics, audio, and haptics AR offers novel interaction patterns that demand new interface language and standards. Come join us for a dive into the emerging UX / UI standards for AR and spatial computing with inspiring examples from Leap Motion, North, mixed reality, Magic Leap, as well as some from XEO's own laboratory and latest experiments.
Pick up any smart phone and gestures to operate it are nearly universal. Put on a set of smart glasses or play a mobile AR game and they are hobbled by out dated UX/UI standards that interfere with the new opportunities on the emerging AR platforms for spacial computing. In contrast to the UX/UI guidelines for WIMP interfaces; precious little has been written about best practices for AR. With screenless information, spatial computing, floating menus, mid air gestures, restyled 3DOF and 6DOF controllers, new graphics, audio, and haptics AR offers novel interaction patterns that demand new interface language and standards. Come join us for a dive into the emerging UX / UI standards for AR and spatial computing with inspiring examples from Leap Motion, North, mixed reality, Magic Leap, as well as some from XEO's own laboratory and latest experiments.
PLAY TO EARN !!! GAME DEVELOPMENT !!! MULTIPLAYER GAME !!! METAVERSE GAME !!! OPEN WORLD GAME !!!
Welcome to my 2d 3d multiplayer play to earn unity game development
Are you planning on making similar games to illuvium, decentraland, axie infinity, gods unchained and many other play to earn games from your own personal idea and you have searched frantically with no fruitful result? Then, this gig is for you
Play-to-earn is a new business model that is sweeping the video game industry and allow players to earn assets they can sell in a marketplace. As users play the games they earn a tradeable currency that can be exchanged for real money. Some of these assets are NFTs or non-fungible tokens.
SCOPE OF WORK
Project discussion
Artwork creation
Website design and creation
Token creation and listing
Game design
Game prototyping
Game development
Website integration
Token integration
Artwork integration
All these at affordable budget
WHAT DO YOU GET
100% satisfaction
24/7 update
Early delivery
High quality work
Unlimited revisions
Many more
You can always inbox me for better discussion
4 Emotions that Drive Monetization in Free to Play Games GDC 2014Nicole Lazzaro
Gameplay that converts players creates strong emotions that A/B testing and traditional marketing methods can't measure. Other methods can, and developers that access player emotions early in game development can innovate with much less risk. Beyond level packs and ammo, players crave specific emotions in exchange for their hard-earned cash. Come find out how games such as Candy Crush Saga, Minecraft and Jetpack Joyride go beyond emotions like fiero and schadenfreude to motivate players to convert. Starting with new XEODesign research of the top grossing free-to-play games, together we dive deep into the world of player emotion to explore why players pay for lollipop hammers and custom G-suits. This diagnostic approach to sculpt emotional responses can improve conversion as early as the design document. Emotions are more than rewards for a job well done. Join us for the full story and add the emotions that aid player conversion to your game. Free white papers on emotion and games: http://4K2F.com
Tractus provides customers with a wide range of chemical and pharmaceutical products including Active Pharmaceutical Ingredients (APIs), pharmaceutical finished products, advanced pharmaceutical intermediates, and fine chemicals. Tractus also provides customers with fully integrated services from discovery to commercial manufacturing. As part of our fully integrated service packages, Tractus offers programs such as FTE program.
Pharmaceutical Products
● Active Pharmaceutical Ingredients (APIs)
● Pharmaceutical Finished Products
● Fine Chemicals
Integrated Services
● Drug Discovery Support Services
● Process Research and Development Services
● Analytical Services
● FTE Program
4 Keys to Fun The Psychology of Engagement Samsung Developers Conference 2015Nicole Lazzaro
As technology gets smaller and smaller the challenge for designing compelling experiences gets bigger and bigger. Leverage the psychology of fun and learn how to use emotions from game like mechanics to increase engagement. Whether you are working on smart watch gaming, to wearables, to next generation TVs, to VR hardware, to enterprise gamification; come discover specific techniques borrowed from games to deepen engagement, retention, and viral sharing.
4 Keys and Psychology of Fun from Awareness to Impact GSummitNicole Lazzaro
Standing on top of a temple in Egypt I had a vision of how to change the world with play. Games and work both require decisions, only games are often more engaging. Today we can use what people are naturally inclined to do to architect systems of engagement to better themselves and their world. We can use these games to succeed where corporations and public service institutions have failed. We can use the psychology of fun to create games of engagement to make us happier and smarter, help us achieve our goals, solve challenging problems like poverty and climate change.
Research shows that people who are in a happy engaged brain states are 50% more productive. We can use the emotions from play to create brain states that drive success in the workplace and in life. Over thirty years games have evolved techniques to create strong emotions that drive play. Ultimately these games can actually deliver public services, such as Tilt World a game to plant 1 million trees. http://bit.ly/TiltWorld
Movies like Al Gore's Inconvenient Truth, viral videos like Kony 2012 raise awareness about important issues. Games, the medium of the 21st century, have the power to turn this awareness into action. In this talk we cover what brain states improve performance, how games create engagement to create these brain states, how to design the specific choices with the Four Keys to Fun, and ultimately how to amplify a game's impact on the player and the real world.
Mitigate Abuse Before it Starts in VR (and traditional games)Nicole Lazzaro
Panel Description: Once a game has been released, there's only so much that even the best community team can do to prevent bad behavior. If a game wasn't designed with an understanding of human motivations and what the "worst person ever" will do when provided access to others, mitigating abuse is an uphill battle. This talk will cover how player motivation impacts design, identifying opportunities for abuse, and building the framework for a healthy community both in and out of the game. By understanding the motivations of the very worst, you can learn to design for the best. Presentation from Panel with Tara Katherine Lo, Tara Brannigan, and Nova Barlow. At GDC 2018 Community Management Summit
4 Most Important Emotions to Monetize Free to Play GamesNicole Lazzaro
Great casual gameplay creates strong emotions that AB testing and traditional marketing methods can't measure. Other methods can and developers that access player emotions early in game development can innovate monetization mechanics with much less risk.
Beyond level packs and ammo, players crave specific emotions in exchange for their hard earned cash. Come find out how games such as Candy Crush Saga, Bejewled Blitz, and My Singing Monsters go beyond emotions like fiero and schadenfreude to motivate players to play.
To succeed MR games must transform from cabinets of curiosities to fun emotionally compelling interactive narrative spaces. Advances in input, displays, and AI open up vast new opportunities in game design and narrative. In this talk we time travel to GDC 2020 and take a peek at the 3 MR games many of us want to play.
The talk features 3 compelling future MR scenarios to illustrate 5 core MR design techniques. We dive deep into the design requirements for compelling MR that takes advantage of virtual world overlays, depth maps of existing terrain, NPC and object interaction, and character customization.
Empathy, a word often used yet little understood is critical component of any XR experience and separates XR from all other media. This talk covers three empathy deepening XR techniques distilled from 4 years of research from thousands of players in our own XR Lab for Google, Hidden Path, Survios, 'Beat Saber', 'Fragments' (HoloLens), and 3 unannounced titles: Empathy Hurdles, Empathy Bridges, and Empathy Channels. Whether it's to reduce grieving; create branded emotions from Apple; or bring to life deeply rich narrative spaces for the Harry Potter IP; these three empathy techniques double your XR creation's ability to create emotional depth.
Takeaway
Participants walk away with three frameworks for creating empathy and more importantly weaving richer emotional experiences especially through interaction. Empathy Hurdles to increase compassion, Empathy Bridges to magnify social emotions, and after these, Empathy Channels to increase a pantheon of emotions such as feelings of accomplishment, wonder, surprise, excitement, and desire.
Intended Audience
Brands, IP holders, and game developers interested in leveraging XR's unprecedented capacity for generating empathy to strategically create designs that deliver and enhance their mission objectives. These tips target a brand, IP, and game's emotion profile and emotion architecture to the point where simply turning around the XR space opens empathy to create a series of emotions that feels like narrative even without a story.
Taming the Metaverse. Advanced UX / UI Standards for AR Games.AWE NITE SF Mee...Nicole Lazzaro
Pick up any smart phone and gestures to operate it are nearly universal. Put on a set of smart glasses or play a mobile AR game and they are hobbled by out dated UX/UI standards that interfere with the new opportunities on the emerging AR platforms for spacial computing. In contrast to the UX/UI guidelines for WIMP interfaces; precious little has been written about best practices for AR. With screenless information, spatial computing, floating menus, mid air gestures, restyled 3DOF and 6DOF controllers, new graphics, audio, and haptics AR offers novel interaction patterns that demand new interface language and standards. Come join us for a dive into the emerging UX / UI standards for AR and spatial computing with inspiring examples from Leap Motion, North, mixed reality, Magic Leap, as well as some from XEO's own laboratory and latest experiments.
Pick up any smart phone and gestures to operate it are nearly universal. Put on a set of smart glasses or play a mobile AR game and they are hobbled by out dated UX/UI standards that interfere with the new opportunities on the emerging AR platforms for spacial computing. In contrast to the UX/UI guidelines for WIMP interfaces; precious little has been written about best practices for AR. With screenless information, spatial computing, floating menus, mid air gestures, restyled 3DOF and 6DOF controllers, new graphics, audio, and haptics AR offers novel interaction patterns that demand new interface language and standards. Come join us for a dive into the emerging UX / UI standards for AR and spatial computing with inspiring examples from Leap Motion, North, mixed reality, Magic Leap, as well as some from XEO's own laboratory and latest experiments.
PLAY TO EARN !!! GAME DEVELOPMENT !!! MULTIPLAYER GAME !!! METAVERSE GAME !!! OPEN WORLD GAME !!!
Welcome to my 2d 3d multiplayer play to earn unity game development
Are you planning on making similar games to illuvium, decentraland, axie infinity, gods unchained and many other play to earn games from your own personal idea and you have searched frantically with no fruitful result? Then, this gig is for you
Play-to-earn is a new business model that is sweeping the video game industry and allow players to earn assets they can sell in a marketplace. As users play the games they earn a tradeable currency that can be exchanged for real money. Some of these assets are NFTs or non-fungible tokens.
SCOPE OF WORK
Project discussion
Artwork creation
Website design and creation
Token creation and listing
Game design
Game prototyping
Game development
Website integration
Token integration
Artwork integration
All these at affordable budget
WHAT DO YOU GET
100% satisfaction
24/7 update
Early delivery
High quality work
Unlimited revisions
Many more
You can always inbox me for better discussion
4 Emotions that Drive Monetization in Free to Play Games GDC 2014Nicole Lazzaro
Gameplay that converts players creates strong emotions that A/B testing and traditional marketing methods can't measure. Other methods can, and developers that access player emotions early in game development can innovate with much less risk. Beyond level packs and ammo, players crave specific emotions in exchange for their hard-earned cash. Come find out how games such as Candy Crush Saga, Minecraft and Jetpack Joyride go beyond emotions like fiero and schadenfreude to motivate players to convert. Starting with new XEODesign research of the top grossing free-to-play games, together we dive deep into the world of player emotion to explore why players pay for lollipop hammers and custom G-suits. This diagnostic approach to sculpt emotional responses can improve conversion as early as the design document. Emotions are more than rewards for a job well done. Join us for the full story and add the emotions that aid player conversion to your game. Free white papers on emotion and games: http://4K2F.com
Tractus provides customers with a wide range of chemical and pharmaceutical products including Active Pharmaceutical Ingredients (APIs), pharmaceutical finished products, advanced pharmaceutical intermediates, and fine chemicals. Tractus also provides customers with fully integrated services from discovery to commercial manufacturing. As part of our fully integrated service packages, Tractus offers programs such as FTE program.
Pharmaceutical Products
● Active Pharmaceutical Ingredients (APIs)
● Pharmaceutical Finished Products
● Fine Chemicals
Integrated Services
● Drug Discovery Support Services
● Process Research and Development Services
● Analytical Services
● FTE Program
Five Meteor Dev Power Tools - 2015-04-06Mike Seidle
Five developer power tools that help developers write better code in less time with Meteor. Meteor is a JavaScript platform that lets developers build reactive mobile and web applications at the same time. Originally presented by Rick Wehrle to the Meteor Indy MeetUp Group
Presentation and discussion notes about The Future of the Workplace, looking to reframe the ageing and disability debate. By A+E Consultancy at the Enabled by Design event.
Spatial Audio Lessons Learned from Unscramble the Oracle BOSE ARNicole Lazzaro
3 Lessons from our BOSE AR Audio-First game. While photorealistic graphics grab the lion share of attention, deeply immersive experiences must address all of the senses. This talk covers a post mortem of an audio-only Unscramble the Oracle (BOSE AR) game using fully spatialized interactive audio scapes that require no vision. Come learn about the challenges we faced creating this first of a kind interactive walkable audiobook. Learn how storytelling, navigation, character interaction change when the player can only can hear. Together we look at how we succeeded and stumbled in creating an audio world to explore with native head, body, and interactions How we leveraged characters, specialize sound, and audio UX. What audio attributes increased spatial positioning, what reduced it, and how create audio highlight states. Additionally, it offers lessons from designing to the other senses hearing and touch including several techniques to cross talk and fool the senses.
Pick up any smart phone and gestures to operate it are nearly universal. Put on a set of smart glasses or play a mobile AR game and they are hobbled by out dated UX/UI standards that interfere with the new opportunities on the emerging AR platforms for spacial computing. In contrast to the UX/UI guidelines for WIMP interfaces; precious little has been written about best practices for AR. With screenless information, spatial computing, floating menus, mid air gestures, restyled 3DOF and 6DOF controllers, new graphics, audio, and haptics AR offers novel interaction patterns that demand new interface language and standards. Come join us for a dive into the emerging UX / UI standards for AR and spatial computing with inspiring examples from Leap Motion, North, mixed reality, Magic Leap, as well as some from XEO's own laboratory and latest experiments.Takeaway
Attendees will walk away with concrete examples and techniques for spatial audio design for AR as well as traditional games. Position is the power of immersive audio. Attendees will learn how precise location separates one audio source from another and the motion of these audio sources unlocks new story telling possibilities. Additionally how to create flexible layouts for the Real World in AR. The lessons in immersive audio also offers lessons for highly dynamic flat screen game worlds that are more than a backdrop for gameplay. Additionally, attendees will learn how to enhance button and object interaction in an audio only world.
Intended Audience
Audio engineers, game designers, and developers of all game platforms will walk away with insights in how leverage psychological properties of sound and how to use use spacialized audio to tell stories, crate interactive audio objects and menus, and interact with a game world that they can hear but not see.These lessons are also suitable for developers of flat screen games wishing to create more immersive experiences
VRX 3 Design Leadership Strategies for Better VRNicole Lazzaro
For VR to succeed where it failed 20 years ago requires overcoming more psychological, physiological, and gameplay challenges than all previous game platform transitions combined. Even more important than reducing judder and motion sickness is delivering the design leadership that inspire teams to innovate and deliver on the VR/AR promise. Simply cloning last generation mechanics to next generation hardware feels about as good as a transparent D-pad on an iPhone game. We believe that VR/AR is the ultimate entertainment platform combining the emotion of movies with the participation of games. To get there require Design Leadership not management. Based on XEODesign’s year and a half of research true VR/AR experiences must exceed 36 design benchmarks to succeed. This talk covers the first three.
Chasing Wonder and the Future of EngagementNicole Lazzaro
Wonder, one of the strongest emotions of game design, rivets player attention and unleashes powerful neurochemicals that facilitate learning. At the heart of every intellectual pursuit, at the root of nearly all engagement, wonder keeps players coming back. Wonder does not show up in A/B testing. Come learn the secret mechanics that make smartphone games like ANGRY BIRDS, DOODLE JUMP, and FRUIT NINJA best sellers. Be the first to create your own GAME plan for creating engagement by connecting Goals, Actions, Motivations, and Emotions. Games are more than points and badges. Emotions drive fun.
Fun Meters: Data Driven Design for Tilt: Flip's Adventure in 1.5 DimensionsNicole Lazzaro
“Tilt HD: Flip's Adventure in 1.5 Dimensions” is an iPhone/iPad game/research platform we built to understand the viral mechanics required to create an MSO (Massively Social Online Game) that 6B people could play. The challenge was that the only way we could get enough beta testers was to release Tilt on the iPad first.
In this presentation we share what viral mechanics made a tiny research project a #1 iPad App on Earth Day. And how player session data completely reversed our thinking about the early game. Come see how for Tilt (the first accelerometer game on the iPhone) data driven design changed everything.
Ux Week the Future of UX is Play: The 4 Keys to Fun, Emotion, and User Engage...Nicole Lazzaro
UXWeek 2010
Nicole Lazzaro, XEODesign, Inc.
Visit the average workplace and if it were a zoo the humane society would protest! The environment and organizational principals fail to provide the basic mental furniture for workers to focus attention, motivate, collaborate, and to accomplish. No wonder so many struggle with getting things done. Likewise most user experiences fail by ignoring the same simple fact. Human's require emotions to decide.
Often ignored by usability, neuroscience now proves that emotion deeply connects decision making and performance. Emotions also coordinate the actions between people. The trick is that emotions and social experiences are emergent qualities that cannot be designed directly. Nicole brings this challenge to life in her workshop.
In this interactive XEOPlayShop we will cover how the choices in games craft player emotions to increase engagement. In addition to competition there are game mechanics that increase curiosity and others that create social bonding that makes team work possible. We will examine these 4 Keys to Fun plus new social mechanics from XEODesign’s research to see how successful social media and iPhone games offer more playful interfaces that increase engagement, loyalty, and viral distribution.
By adding these kinds of choices designers can drive user behavior to create more engaging experiences.
The 4 Most Important Emotions for Social Games, Nicole Lazzaro 100311Nicole Lazzaro
Social Emotions are responsible for Farmville's success and drive all of Web 2.0.
Games on emerging social platforms such as Facebook and the iPhone leverage the emotions between friends to drive viral distribution and build new player experiences. Using examples from PlayFish, Zynga’s Mafia Wars, Playdom, Nexon, and others. We'll distill their social critical success factors. We'd also cover how to apply lessons learned from these games to add social features to existing genres, and what emotions games should target to take advantage of this new era of gaming.
We will examine the 4 most important emotions for social games including new social mechanics from XEODesign's research such as Tilt our experimental iPhone game to see what kinds of choices successful social media and iPhone games offer to inspire playful interfaces that increase engagement, loyalty, and viral distribution. By adding these kinds of choices designers can drive user behavior to create more engaging experiences.
From XEODesign's latest player research we will look at:
How games create the 4 most important emotions in social games
What mechanics and emotions drive social engagement, networking, and increase social bonding
How player choices create social emotions such as Schadenfreude and Naches
The emotions and mechanics that drive viral distribution.
These Top 10 Secrets from XEODesign's 18 years of research target deadly yet easy to fix yet usability and player experience issues. Player testing does not have to be a no-win situation. Use these 10 Secrets to sail through player testing and avoid Kobayashi Maru. 100n091809
The Four Keys to Fun: Designing Emotional Engagement and Viral Distribution without Spamming Your Friends
Nicole Lazzaro, XEODesign
Often ignored by usability, neuroscience now proves that emotion deeply connects decision making and performance. Emotions also coordinate the actions between people. Therefore the next design challenge for desktop and cloud applications is not making a UI "easy," but rather making it more emotional and social. The trick is that emotions and social experiences cannot be designed directly.
This presentation covers how the choices in games craft player emotions to increase engagement. In addition to competition there are game mechanics that increase curiosity and others that create social bonding that makes team work possible. We will examine these 4 Keys to Fun plus new social mechanics from XEODesign's research to see how successful social media and iPhone games offer more playful interfaces that increase engagement, loyalty, and viral distribution. By adding these kinds of choices designers can drive user behavior to create more engaging experiences.
From XEODesign's latest player research we will look at:
• How games create emotion and self-motivation
• What mechanics and emotions drive social engagement, networking, and increase social bonding
• How player choices create emotions such as Schadenfreude, Fiero, Curiosity, and Love
• The emotions and mechanics that drive viral distribution.
Comparing examples from social media such as Twitter and Facebook to games on the web, console, and iPhone we draw out the secrets of social play and the emotions that makes something viral. Come hear the latest research results on emotions and games played on iPhones and social networks and what that means for more serious applications.
Top Ten Tweets:
Game Developers Conference GDC Summary on Twitter
10 selected Tweets from my live blogging of GDC
Trends that made the biggest impression on me a game researcher and designer
Challenge: Summarize a 5 day conference in 10 Tweets. That’s 1,400 characters!
Creating an MSO: Viral Emotions and the Keys to Social Play GDC09 100n032609Nicole Lazzaro
How to use emotion to create an MSO (Massively Social Online game) by using social emotions to drive the viral distribution of games.
Slides from my presentation at GDC 2009
iGames Summit Using Fun to Drive Social Distribution of iPhone Games to creat...Nicole Lazzaro
Nicole Lazzaro of XEODesign presents
Using Fun to Drive Social Distribution of iPhone Games. At the iGames Summit March 19, 2009 in San Francisco
Tilt Sneak Peek: http://youtube.com/xeodesign
Welcome to the Program Your Destiny course. In this course, we will be learning the technology of personal transformation, neuroassociative conditioning (NAC) as pioneered by Tony Robbins. NAC is used to deprogram negative neuroassociations that are causing approach avoidance and instead reprogram yourself with positive neuroassociations that lead to being approach automatic. In doing so, you change your destiny, moving towards unlocking the hypersocial self within, the true self free from fear and operating from a place of personal power and love.
To design games where you do a little bit every day
You’ll find more ways to create dopamine (and fiero) in hard fun and serious fun
Try game mechanics from:
. Hard Fun: Goals obstacles strategy
. Serious Fun: Collection completion and repetition mechanics that tie into a purpose
Design games for yourself to create fun habits that increase happiness now and stepping stones to long term dream
The celebration mechanic in Asana does this a little
Back to your dream…
Write the first step on the back of your card
What’s a small goal you can do in 20 mins or less?
How would you celebrate it?
Not that hard eh?
Here’s an experiment.
Everyone stand up. Now hug, high five, pat on the back, or shake hands with the people next to you.
If you don’t want to participate, sit down.
Now how does that feel?
Any different than when you first walked into the room?
Among other things what you are feeling right now is the effect of…
Among other things what you are feeling right now is the effect of…
Oxytocin
Oxytocin the so-called cuddle hormone
Focus attention on eye gaze to connect friendly faces with reward centers
Oxytocin
. Touch in relationships strengthens connection
. Enhances social emotions
. Reduces fear (Amygdala)
. Reduce stress
. Amplifies the us/them pos/neg of relationships
How
. Cuddle touch massage hug friends
. Warm bath
. Cup of hot tea
. Talk sing dance walk thrill rides with others
. Facebook / Twitter / Couple
. Trust and verify with people to grow social circle of trust
Many feel it is the cuddle hormone, but actually Oxytocin amplifies social relationships
Oxytocin makes us feel closer to the people we are close to.
Oxytocin also distances us from people outside our social group
Inspiration for game mechanics to create Oxytocin can be found here in People Fun.
A Candy Crush Saga player talks about getting his daily DOSE of oxytocin by playing Candy Crush Saga on his way to work.
Here he looks at the photos of all his facebook friends on the game’s map and remembers fondly the good times.
He does this to start his day with pleasant emotions.