by Margaret Robertson, Andy Beaumont, Florian Fangohr, Jim Unwin and Jonty Sharples
Big budget games with ground-breaking gameplay can so often be let down by difficult user interfaces, cryptic menu systems and poor usability. User experience design and information architecture have become fundamental to the process of developing great websites and mobile experiences; could the same tried, tested and trusted techniques work for AAA games?
In the world of mobile gaming it's frequently the smaller independents’ who are the real innovators. Often coming from a web background, many independent mobile game developers are producing beautifully considered interfaces for a whole new class of intelligent contextual games, while the big publishers are still attempting to port console games to inappropriate devices. Have the web backgrounds of these independents’ given them an innate understanding of designing for user context or is it just never having been restricted by the sometimes stringent requirements for Gold Master and the limitations of the 10ft interface?
This is of course a two-way street. Some of the processes involved in game design for consoles have a far greater lineage than that of design for mobile and web, and as such there are techniques that deal directly with adherence to a set of constantly evolving industry standards that could certainly be considered by the wider developing community.
LEVEL: Intermediate
by M A Greenstein
**Are you curious about the new brain game design industry?
**Have you explored the options of including a neuroscientist on your team of interactive and immersive media designers?
Today, interactive and immersive media design draws on contemporary neuroscience to leverage the best odds of playing "somatosensory," "memory," "dopamine reward” and “inhibitory control” systems in the human brain and extended nervous system. From animated narrative scripting to skill building brain games or “apps”, functional knowledge of the human brain gives the 21st media designer an edge in working across the spectrum of interactive and immersive game media.
This session starts with two simple, critical questions: What does neuroscience and cognitive science hold for the future of interactive and immersive media design? How can media designers prepare now for a future where "brain smart" games will be the means by which we learn, play, invent and transform lives through interactive media? Join us and find out.
LEVEL: Advanced
by Benjamin Taylor, Michael Agustin and Brett A McCall
Art, education, economics, propaganda. Games are arriving at the forefront of media to become an important way to engage entire generations of people. What's different from before? Five billion people are replacing the most common communication device, the simple cell phone, with a full-fledged gaming system in their pocket. There are multiple ways to publish and distribute games over the Internet and to the masses. For many, game creation is becoming a regular activity, as tools become both easier to use and more powerful for people without programming knowledge. This panel will cover unique perspectives on how games are becoming more meaningful forms of expression and a significant tool for communicating ideas.
LEVEL: Beginner
How do you drive up user engagement? What game-like design patterns get your users to complete the sign-up, bring friends and come back? This session will expose the design patterns of engagement and incentives, including relevant metrics. Led by Nadya Direkova, Sr. Designer at Google and game designer, it will teach useful techniques that can drive up - and keep - your user base. You will leave with an arsenal of 7 design patterns to: design effective sign-up sessions and tutorials, promote virality, invite return visits, and apply game mechanics beyond points and bagdes. About the speaker: Nadya Direkova is Google’s local search designer and a game mechanics consultant - helping millions of users find knowledge and fun. She comes from the world of game design, having created fun games for Leapfrog and Backbone. She’s taught design at M.I.T. and spoken at IXDA’09 and SXSW’10.
LEVEL: Intermediate