Dec 2 2009

Daily Hilarity

Erica Firment

Things today that made me laugh until I snorted:

    • Translating a boring work conversation into hula
    • Faygo Rock n Rye soda exploding in a Last Stand sort of way inside Chuck’s motorcycle case
    • Blurting out “stranger danger!” when surprise-hugged by my friend Rayne in the subway
    • Getting my butt handed to me by the office Galaga machine
    • My father-in-law’s introduction to the tapioca lumps in bubble tea
    • My new Frog Hat
    • Wearing my new Frog Hat on a video conference and demanding to be taken seriously


Aug 17 2009

Vote for me on the SXSW Panel Picker

Erica Firment

Rock The Vote Poster

I can’t be self-promotional all alone here, people. I need your help! Vote for meeeee!

My proposal is up for voting right now on the South By Southwest Interactive Panel Picker. It’s a geek frenzy over there. Vote early and often.

VOTE HERE (login required)

Panel Proposal:

Video Game Research: Failing Our Way to Victory

Users are weird. They tell you one thing and do another. They click everywhere and read nothing. Erica Firment, a User Experience designer for Linden Lab/Second Life, chronicles fast and effective ways to make your software suck less by spending a few hours watching users fail.

  1. How can video games win by watching their players fail?
  2. What is video game user research?
  3. What do you mean by “watch users fail?”
  4. Can’t I just send out a survey? (NO!)
  5. Why are 3D world interfaces hard to design?
  6. What are some things in Second Life that got better by watching users fail?
  7. How does Second Life collect information?
  8. Why should developers and product managers invest in user research?
  9. What are some easy ways for me to do user research?
  10. What are some cheap ways for me to do user research?

Feb 3 2009

SXSW Interactive 2009 – Funologists live and in person: Guerilla Game Research

Erica Firment

Happy news! I was invited to be a panelist at the South by Southwest Interactive conference next month, as part of their ScreenBurn track. bendoverbackwards.jpgI’m on a panel called “Funologists live and in person: Guerilla Game Research.”

I’ll share my experience starting some low-budget user research cycles for Second Life, and my work translating those frustrating observations into shippable engineering requirements.

There will be pretty pictures, and possibly cake.

The cake is a lie, but you should stop by anyway. There could be cake.

There certainly won’t be cake and not cake. Not at the same time, I can assure you.