aboutservicesclientswhy_we_play_gamescontact

CES 2010 Report
client log in


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


More
>> Home
+ Philosophy
+ Presentations

+ FAQs
+ Nicole Lazzaro, Founder


CES 2010 Top 15 Trends

After a 2 year absence I expected to be blown away by CES gadget coolness. Instead I packed bags and left Vegas after less than 12 hours. I saw a few advances in form factor but precious few breakthroughs. Here's my top 15 CES trends, from the show floor mixed with where I see electronic products and services going. This should be a wake-up call for the lack of design leadership in mass market electronics. Manufacturers on the show floor fell in love with 3D displays and the cloud and forgot about delivering new customer value. Remember folks it's not the hardware. People buy the experience the features create.
Follow me on Twitter for more thoughts.

Top Fifteen Trends of CES 2010

15. CES has jumped the shark. Too little on customer value. Too much on making tech thinner, 3D, and Skype/Twitter/Facebook enabled. (Make that a 3D shark :) My iPod's been thinner than those LCD panels for years.

14. Soon no "consumer" electronics to consume and throw away. Instead we'll have an eco system of parts and services.

13. 3D glasses are awkward, break, get lost, and prevent sharing emotions b/c you can't see your friends' faces.

12. All products now have screens. But do we want to browse photo, music, video, and cloud services from the fridge? (Sony Dash and others)

11. Biggest Head Scratch: Ford/Microsoft in car Sync navigation. Who needs directions to familiar places like "work?"

10. Most Amusing Product: The smokeless cigarette. It uses an ionizer to create the illusion of smoke and some deliver nicotine.

9. Most Successful AR Moment: Petting gesture for Sony's EyePet. Needs a lot more for a full player experience.

8. More Delightful UI: Lego Universe's character creator. Swapping torsos and legs animate like line dancers.

7. Tivo is an old story and supporting "open source" content like Chumby, Facebook, or Twitter is not a strategy. (Sony Dash and others)

6. The relationship with customers will become a conversation with the company before during and after the sale.

5. Many hardware products will become free and reach out to monetize the truly consumable part.

4. Soon devices will make more money on services like a $5 microwave w/ recipe subscription and organic food delivery.

3. Products will soon be designed with modular recyclable upgrades to change features or swappable stylish skins. (Panasonic Booth and the Green Pavilion)

2. The products we use will soon generate the energy they need to store and share energy with other products. (Panasonic Booth and the Green Pavilion)

1. App market likely to become as free as a web page, to support more advanced features for similar purposes. (Sony Dash and others)

Follow me on Twitter for more thoughts, or read my interview on how we are using emotion to design iPhone games in the January 2010 issue of Fast Company.

Game On!

\o/
Nicole Lazzaro
President, XEODesign. Inc.


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.

The Four Keys to Fun


Tilt
Tilt: An Adventure in 1.5 Dimensions™

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.

 

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 2005-2009 XEODesign,Inc.