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Title:

Funologists Live & In Person: Guerilla Game Research

Your vote:
Yes No
Organizer:
Julie Ratner, Ph.D., Big Fish Games
Description:
If you work at a game company, research means understanding play, not analyzing boring spreadsheets. Meet Big Fish Games and Pogo funologists and learn how listening and watching gamers transforms product and web design. We share different innovative guerilla (discount) and traditional research methods to inspire user-centered design.
Questions
Answered:
  1. What is a funologist?
  2. How does game usability and market research differ?
  3. What is guerilla usability testing?
  4. When does it make sense to research gamers on a shoestring budget?
  5. What’s the trick to turning research into results?
  6. How is fun design sustainable?
  7. When do design pattern libraries work for users and designers?
  8. What are three innovative research approaches at BFG?
  9. What are three innovative research approaches at Pogo?
  10. What makes user-centered design research help a company thrive?
Panelists:
Tamara Adlin, moderator (Fell Swoop LLC), Erica Firment (Linden Labs), Tracy Fullerton (Electronic Arts Game Innovation Lab), Julie Ratner, Ph.D. (Big Fish Games), Jason Schklar (Jason Schklar Consulting / Initial Experience)
Level:
Intermediate
Category:
Video Games
Type:
Panel
Event:
SXSW Interactive 2009
Jeff Willis
on 15/8/08
Spreadsheets = Zzzzzzz!
Matthew Ricchetti
on 20/8/08
User research on a shoestring! A practically oriented panel offering concrete examples of cheap but effective user research methods would be very valuable to me.
Jake Cressman
on 20/8/08
Cool. Play is the new ux!
on 29/8/08
I want to be a funologist.... but better yet, I want to hear what it is like to be the best kind. Sounds like this is the place to find some valuable inspriation. An adise: Julia is an incredibly informed and clear speaker who engages you in the discussion, getting poeple excited about it! User-centered design is the focus on this one. I believe we can all benefit from listening to our users more.
on 4/5/09
Very interesting discussion, thank you
on 31/5/09
Interesting, listening to users should be at the top of the list when designing, but how often is it that we take notice?
on 18/7/09
Its all about user experience and playability thats how you arrive at fantastic games.
Fun design can be sustainable without a doubt, but I would be interested in hearing what the panel suggest on how to keep the magic there.
Developed for SXSW by Lindsey Simon