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The Four Keys to Fun
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The Wonder Woman
~ Fast Company Magazine "How The iPhone Accelerometer Game Tilt Taps Into User's Emotions"

XEODesign Results
A guide to how we help our clients put emotion into play

Tilt: An Adventure in 1.5 Dimensions Beta 2 ~ TiltWorld.com

Tilt: An Adventure in 1.5 Dimensions (still in Beta) wins first runner up in DiscoveryBeat's App Contest! ~ VentureBeat.

ScobleShow Video
Why the iPhone Makes Us Happy ~ Nicole Lazzaro on emotions and the iPhone

"Creating an MSO: Viral Emotions and the Keys to Social Play" ~ Gamasutra review of Nicole's GDC China talk

Women in Games: The Gamasutra 20 ~ Gamasutra May 21, 2008 Nicole Lazzaro Named one of Gamasutra's Top 20 Women in Games

Nicole's Upcoming PlayTalks

PlayTalk Downloads and Slides

Free White Papers



Tilt in the News
Wired
Top 9 iPhone Hacks
O'Reilly Radar
iPhone Dev Camp


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Paint Your UI with Attention

Everything from Facebook's poke to the iPhone's stroke, knowing how emotions map to different actions designers can paint a UI with attention and color it with any emotion they choose. Best selling brands such as the iPhone coordinate every gesture people make to create the emotions that enhance the iPhone's brand. And to boot, based on our research petting the iPhone makes people happy. In fact what we mean by brand are the emotions created by the product before, during, and after the sale.




Choices create as many emotions as graphics and audio do. Designers cannot create emotions directly instead, they design the choices that create the emotions in players. With the Four Keys to Fun designers can create attention and color it with any emotions they want.

The Four Keys to Fun
By watching the emotion on player faces it is clear there are four reasons why we play games: the ability of games to challenge, inspire imagination, offer value outside of the play, and increase social bonds. The Four Keys to Fun released in 2004 predicted the success of and mapped the opportunity space enjoyed by the innovative play experiences of the DS, Wii, Rockband, WiFit, and now Social Games.

Best selling game experiences offer at least 3 out of the 4 Keys to Fun. Hard Fun of challenge and mastery, the Easy Fun of exploration and roleplay, the Serious Fun of changing player's thoughts and actions, and the People Fun of the excuse to hang out with friends. It's People Fun that's driving the current revolution in social gaming, Facebook, Twitter, and the iPhone.

Emotion and the Fun of Games. A thought leader in the art and science of game design XEODesign's trend setting predictive mode, The Four Keys to Fun has inspired hundreds of thousand developers worldwide. A practical approach to creating engagement, XEODesign uses this model in our client work as well as to win best game at iPhoneDevCamp two years in a row.


About XEODesign

XEODesign is the world's first player experience design (PXD) consulting company and leading experts on emotion and the fun of games. Founded in 1992 by Nicole Lazzaro, check out her Fast Company interview to read how emotions make iPhone games more fun!

XEO (zeo) adjective: The thrilling feeling of discovery

 

iPhone Fun and Games!
Tilt is the first motion controlled game for the iPhone. Read how we used the 4 Fun Keys to design emotions for a game with an iPhone PX!

Over 250,000 visits!

Since 1992, our services have improved over 40 million player experiences and helped industry leaders such as EA, UbiSoft, LeapFrog, Sony Online, Sega, Roxio, and Maxis profit by offering more fun for their customers.

XEODesign, Inc. offers deep and unique expertise in the development of interactive entertainment. We have spent over a decade researching design, usability, and game-playing experiences. With our integrated services, we improve usability and the fun factor to help make our clients’ products a success.



Copyright 2005-2010 XEODesign,Inc.