DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
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DevDays Games UX Talk
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DevDays Games UX Talk
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DevDays Games UX Talk
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DevDays Games UX Talk
DevDays Games UX Talk
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DevDays Games UX Talk
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DevDays Games UX Talk
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DevDays Games UX Talk
DevDays Games UX Talk
DevDays Games UX Talk
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DevDays Games UX Talk
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DevDays Games UX Talk
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DevDays Games UX Talk
DevDays Games UX Talk
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DevDays Games UX Talk
DevDays Games UX Talk
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DevDays Games UX Talk
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DevDays Games UX Talk

Editor's Notes

  • #2 I am an academic at Sussex Uni, but I’m also Director at a new spin out called Vertical Slice. Vertical Slice is the UK’s first company to focus on games usability / user experience. Poll the audience, for developers, artists, sound design, PM/ QA
  • #7 if you don’t believe this, your app is unlikely to be as successful as it could be
  • #8 if you don’t believe this, your app is unlikely to be as successful as it could be
  • #9 if you don’t believe this, your app is unlikely to be as successful as it could be
  • #10 if you don’t believe this, your app is unlikely to be as successful as it could be
  • #11 Reviewers may not explicitly be conscious of these issues, but they are all factors
  • #12 Reviewers may not explicitly be conscious of these issues, but they are all factors
  • #13 Reviewers may not explicitly be conscious of these issues, but they are all factors
  • #14 Reviewers may not explicitly be conscious of these issues, but they are all factors
  • #15 Reviewers may not explicitly be conscious of these issues, but they are all factors
  • #16 It’s the human experience of your programming that is being evaluated, not the code itself The UI / IxD / UX, is the assessment of your programming Nielsen would agree that the top 4 reasons why software projects fail are usability-related reasons.
  • #17 It’s the human experience of your programming that is being evaluated, not the code itself The UI / IxD / UX, is the assessment of your programming Nielsen would agree that the top 4 reasons why software projects fail are usability-related reasons.
  • #18 In the news, Metacritic
  • #19 In the news, Metacritic
  • #20 In the news, Metacritic
  • #21 In the news, Metacritic
  • #22 In the news, Metacritic
  • #23 In the news, Metacritic
  • #24 - Metacritic rating on vertical axis - looks +ve, shows relationship that better games sell more units.
  • #25 No game less that 60% sold more than 1 million units - bad games (less than 60%) have an upper bound regardless of license or marketing
  • #31 Audience may laugh, probably in recognition - they’ve been there This is the wrong sort of frustration, the unfair kind
  • #43 what to expect - your app / game experience starts before people see it - it starts with your brand
  • #44 what to expect - your app / game experience starts before people see it - it starts with your brand
  • #45 what to expect - your app / game experience starts before people see it - it starts with your brand
  • #46 what to expect - your app / game experience starts before people see it - it starts with your brand
  • #68 Slide on profits of AAA games and iPhone games. Interesting to note that the publisher slice is identical in both cases.
  • #69 Slide on profits of AAA games and iPhone games. Interesting to note that the publisher slice is identical in both cases.
  • #70 Slide on profits of AAA games and iPhone games. Interesting to note that the publisher slice is identical in both cases.
  • #71 Slide on profits of AAA games and iPhone games. Interesting to note that the publisher slice is identical in both cases.
  • #72 Slide on profits of AAA games and iPhone games. Interesting to note that the publisher slice is identical in both cases.
  • #73 Slide on profits of AAA games and iPhone games. Interesting to note that the publisher slice is identical in both cases.
  • #74 Slide on profits of AAA games and iPhone games. Interesting to note that the publisher slice is identical in both cases.
  • #75 Slide on profits of AAA games and iPhone games. Interesting to note that the publisher slice is identical in both cases.
  • #76 Slide on profits of AAA games and iPhone games. Interesting to note that the publisher slice is identical in both cases.
  • #77 Slide on profits of AAA games and iPhone games. Interesting to note that the publisher slice is identical in both cases.
  • #108 If your core value isn’t user-oriented, your app / game may be focussing on the wrong aspects
  • #110 All these four things are human factors oriented
  • #111 All these four things are human factors oriented
  • #112 All these four things are human factors oriented
  • #113 All these four things are human factors oriented
  • #114 All these four things are human factors oriented
  • #115 All these four things are human factors oriented
  • #116 All these four things are human factors oriented