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Sessions at SXSW Interactive 2012 matching your filters

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  • Designing Games for Documentary

    by Ashley York, Cindy Poremba, Peter Brinson, Susana Ruiz and Tony Walsh

    We've drawn together a group of the most well respected and active designers in the field to guide participants through the process of designing games for documentary that people actually want to play. Let's share early ideas, initial concepts, and works-in-progress, as we go through the process of evaluating and developing documentary or non-fiction videogames.

    At 11:00am to 12:00pm, Monday 12th March

    In Room 12AB, Austin Convention Center

  • Scott Jenson Book Signing

    Scott Jenson signs his book ‘The Simplicity Shift: Innovative Design Tactics in a Corporate World’ at the SXSW bookstore.

    At 11:00am to 11:15am, Monday 12th March

    In Ballroom G Foyer, Austin Convention Center

  • Don't Shoot the Player While They're Learning

    by Katie Salen

    Designers of all kinds are key players in the game of change that so typifies the opening decades of the 21st century. Called on to imagine, build, guide, demystify, explain, provoke, enable and inspire, game designers deal daily in the currency of transformation—of places, practices, and perspectives. Play is a key strategy in developing a design practice that is agile enough to entertain a constant need for transformative thinking but substantive enough to throw its strategic weight around when needed. This talk will delve into a set of tasty truisms gleaned from professional game designers about what happens to play when approached from the perspective of learning. What they have to say will both surprise and inform.

    At 5:00pm to 6:00pm, Monday 12th March

    In Ballroom D, Austin Convention Center

    Coverage sketch note

  • Don’t Build a Power Glove: Talk to Your Users

    by RJ Owen

    “Throw away your joysticks, kids,” began the 1989 article of “Design News” praising that year’s must-have Christmas accessory: the Power Glove. At the time it seemed as if traditional video game controllers would soon be a thing of the past.But the Power Glove was anything but a success. While it was a design and technology coup, coolness is unfortunately a poor metric for product success. What the Power Glove lacked was customer insight. During the technology and design crunch nobody stopped to ask, “How is this device for playing games? Do people want to use it?” Thus, the teams rushed blindly into building the wrong thing.Customer insight is the most critical piece of the application and software creation process. You can build something sweet, but if nobody uses it you’re left with little more than a colossal waste of time, effort and money. On the flip side, customer insight applied to the process can result in more customers, increased market share and a better ROI.

    At 5:00pm to 6:00pm, Monday 12th March

    In Ballroom BC, Austin Convention Center