Pokémon Go Learnability
During the heady launch period of Pokémon Go I published a teardown of its UX design. Could the learnability and usability of the game have been improved with some rudimentary UX know-how?
During the heady launch period of Pokémon Go I published a teardown of its UX design. Could the learnability and usability of the game have been improved with some rudimentary UX know-how?
In 2015 I co-chaired the first games user research conference in Europe. The American edition had been running annually since 2009, bringing hundreds of Researchers to San Fran. The first event was a collaboration between the volunteer community and the IGDA.
I joined Adams Greenwood-Erickson, Ben Lille, and Nana Wallace to discuss learnings for designing, constructing and utilising playtesting labs.
Player Research won the prestigious Develop Award for Services in 2014.
The other finalists were:
Flappy Bird was a simple viral hit. Why couldn’t competitor games copy its success? An article on the simple UX choices that kept Flappy Bird flying higher than its clones.
The world’s first independent games user research consultancy. Player Research was founded in January 2012.
Biometrics: the measurement of biological responses that correlate with human emotional responses. These measurements have value to games user research, but how?
This paper, published in the proceedings of the 2011 DiGRA conference, establish the contribution of biometrics to games user research. I am a second author, alongside Pejman Mirza-Babaei, Emma Foley and Graham McAllister.