Vote for me on the SXSW Panel Picker

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?

A nerdygirl review of the Game Developers Conference

Greetings from an ethnic librarian working in the games industry!

I’m posting this review of my experience last year at GDC (the Game Developers Conference) held every year here in San Francisco. It was originally part of a letter to my team here at Linden Lab, but I thought you librarians might be interested/amused, considering the gender ratio at most library conferences.

-Erica

Hi guys –
I went to the Game Developers Conference last year and found it to be of dubious value.

The best part of the conference for me was the Expo room, which proved to be a valuable source of alternative employment opportunities. I learned that if I want to move to Las Vegas and design slot machine interfaces, I can more than double my salary, which I’m keeping in mind for when I have a stroke and develop an unquenchable desire for polyester and/or chicken wings. I enjoyed scanning the various game interfaces set up to demo motion graphics products, and filed away a few ideas from the Pirates of the Caribbean MMORPG.


Photo by ruminatrix

For me, however, the most memorable moment was riding the escalator of the Moscone center and gazing across a sea of black-clad gamed developers among whom I was the only woman.

As a Person of Estrogen and part of a numeric majority in this world, I’m used to seeing many female developers, operations experts, and release managers at work.

This isn’t the 1970s. Nerdy women exist and thrive. San Francisco is a welcoming place.

GDC. Was. Not.

I get the feeling that all is not well with an operation that returns such a limited array.

The scene: riding the escalator, about five years too old but still worried about being mistaken for a boothbabe.

Behold my personal benchmark for outsider discomfort.

wurst

In summary: meh to the GDC.

Borrow someone’s pass and check out the Expo. Cruise the demo games. If you really care about a session, read the person’s book or website instead. And if you really care about making better games, spend the three days watching user observation videos.