🌿 Nicole Lazzaro πŸ•ŠοΈ

🌿 Nicole Lazzaro πŸ•ŠοΈ Email and Phone Number

President and Founder at XEODesign, Inc. @ XEODesign, Inc.
🌿 Nicole Lazzaro πŸ•ŠοΈ's Location
San Francisco Bay Area, United States, United States
🌿 Nicole Lazzaro πŸ•ŠοΈ's Contact Details

🌿 Nicole Lazzaro πŸ•ŠοΈ personal email

n/a
About 🌿 Nicole Lazzaro πŸ•ŠοΈ

XR Hall of Fame. Design/Dev building Follow the White Rabbit Tales an episodic XR Mystery Adventure about a magician whose magic one day suddenly works https://bit.ly/whiterabbittales. @NicoleLazzaro everywhere. Find me on BlueSky: https://bsky.app/profile/nicolelazzaro.bsky.socialUnlocking human potential and changing the world through play. Discovered the relationship between what we do and how we feel in games The 4 Keys to Fun (4K2F.com). A world-renowned game developer / designer who pioneered measuring emotions on players faces as they play. Millions of leading developers use this relationship between what we do and how we feel in games. As a consultant I help companies increase engagement by puttingΒ the 4 Keys to Fun into everything that they do.Voted by VentureBeat and Gamasutra as one of the Top 20 women working in video games, and Fast Company as one of the 100 most influential women inΒ technology Nicole is frequently cited by Wired, Fast Company, ABC News, CNET, The Hollywood Reporter, and Red Herring, XEODesign'sΒ clients include Sony, EA, Ubisoft, Sega, PlayFirst, Disney, Kabam, Leap Frog, Nexon, IBM, and The White House. She has an undergraduate degree in PsychologyΒ from Stanford University where she also studied film making and computer programming.Β Accomplishments β€’ XR Hall of Fame β€’ Created XEODesign's VR/AR Benchmark Engagement Framework β€’ Discovered the 4 Keys to Fun how games create engagement with emotions 4K2F.com The 4 Keys is baked into the AI of The Sims and inspired IBM Watson's emotion analytics β€’ First to measure emotion on people's faces in games with microexpressions β€’ Designed the first iPhone game β€’ Created Tilt World an iOS game to plant trees (16,000 trees planted so far in Madagascar) β€’ Designed the first body grammar for camera games for a Paul Allen startup 12 years before the Kinect β€’ Track record of game designs that increase engagement and monetization double the industry averageSince founding XEODesign in 1992 Nicole Lazzaro's design and research has improved over 1 billion player experiences, including severalΒ popular franchises for casual audiences such as the Myst Series, Diner Dash, and TheΒ Sims.Β Nicole has studied the success and failure of games across the industry for decades. Nicole is an Internationally recognized expert on emotions and how games create engagement and a sought after keynote speaker.

🌿 Nicole Lazzaro πŸ•ŠοΈ's Current Company Details
XEODesign, Inc.

Xeodesign, Inc.

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President and Founder at XEODesign, Inc.
🌿 Nicole Lazzaro πŸ•ŠοΈ Work Experience Details
  • Xeodesign, Inc.
    President And Founder
    Xeodesign, Inc. Aug 1992 - Present
    1, Us
    Unlocking human potential and changing the world through play. Nicole Lazzaro is the Founder and President of XEODesign, Inc. She has 30 years of expertise in XR and Player Experience Design for mass-market games and other interactive entertainment products. Clients including Sony, EA, Ubisoft, Sega, PlayFirst, The Cartoon Network, LeapFrog, Mattel, Monolith, Xfire, D.I.C.E, Leap Frog, The Learning Company, Broderbund, Roxio, and Maxis. She has a degree in Psychology from Stanford University where she also studied film making and computer programming.Since founding XEODesign in 1992 Nicole's design and research has improved over 1 billion player experiences, including several popular franchises for casual audiences such as three of the Myst Series, Diner Dash, GoPets, Cosmopolitan Virtual Makeover, Mavis Beacon teaches Typing, Jeopardy Online, as well as creativity coaching for the designers of The Sims.
  • Xeoplay
    President And Founder
    Xeoplay Feb 2010 - Present
    Sf Bay Area, Ca, Us
    XEOPlay makes games that unlock human potential and improve quality of life through play.XEO (zēō) The thrilling feeling of discovery.Designed the first iPhone game with Joe Hewitt at iPhoneDevCamp.Produced full app store version as an iPad Launch title TiltWorld.comUnscramble the OracleFollow the White Rabbit
  • Youcanevent
    Ux Lead And Strategic Advisor
    Youcanevent Aug 2020 - Jan 2021
    San Francisco , California, Us
    UX Design Lead for YouCan Virtual Worlds. Set the design and strategic vision for the UX. Advised on the unique value proposition, brand differentiation, strategic partnerships, growth hacking, and marketing strategy. Interim COO to focus and organize team to deliver virtual events.
  • Bose Corporation
    Ux Game Design, Software Engineer And Spatial Audio Designer
    Bose Corporation Jul 2019 - Mar 2020
    Framingham, Massachusetts, Us
    Created an original Audio First AR adventure game for BOSE AR and Playcrafting. Lead a team of 4 to create a choose your own adventure you play walking around the block. Created the original interactive spatial audio game. Lead the UX design including interactive audio menus. Gave GDC 2020 talk on the unique design introducing the concept of an Auxel: spatial audio pixels and how to use them to debug and improve spatial audio experiences.
  • Game Developers Conference
    Lecturer
    Game Developers Conference Mar 1994 - Mar 2020
    San Francisco, Ca, Us
    Frequent lecturer at the leading conference for game developers. Most notably launched the 4 Keys to Fun in 2004. Talks over the years included the opportunity for social gaming on Facebook, iPhone's soon dominance of mobile gaming, Free to play games. Also, gave the first talk on rapid prototyping.
  • Miraisens, Inc.
    Producer, Advisor, And Xr Ux Haptics Design Lead
    Miraisens, Inc. Dec 2018 - May 2019
    San Francisco, California, Us
    Lead XEODesign's team to create an XR haptic demo for Miraisens' cutting edge haptic technology that delivers surface textures and directional force. Lead team to deliver haptics experience showcasing the unique surfaces and directional force for numerous games and enterprise. Worked with Miraisens' development team to offer feedback on technology and UX.
  • Facebook
    Product Design Consultant
    Facebook Oct 2018 - Dec 2018
    Design Workshops for Facebook Horizon Team on reducing toxicity through game design for this revolutionary collaborative virtual world for the masses.
  • Nexon
    Consultant
    Nexon Jan 2013 - Dec 2014
    El Segundo, California, Us
    Designed and ran multiple studies for leading mobile titles for Nexon Mobile and Gloops which was acquired by Nexon.
  • Wonder Workshop (Formerly Play-I)
    Consultant
    Wonder Workshop (Formerly Play-I) 2014 - 2014
    San Mateo, Ca, Us
    Dash and Dot RobotsXEOPlayShopHelped Play-i's design team get their creative juices flowing to dream up new cool music and story telling ideas for Wonder Workshop's (formerly Play-i) awesome robots Dash and Dot. http://blog.play-i.com/designing-play-experiences-bo-yana/Helped team imagine play experiences through playing games, running imagination exercises, and taught prototyping and other design techniques. Prototyped with Wonder Workshop's creative lead new directions for teaching programming and story telling gameplay. Paper prototypes made the ideas for play experiences concrete and sharable to allow the Wonder Workshop team to cover more creative ground.The new prototypes exceeded everyone’s expectations and broke new ground for Dash and Dot’s music and story telling play. The final presentations blew everyone away. Together we generated more ideas that the CEO even thought possible. Another XEOPlayShopβ„’ victory for the power of play!Free white papers, infographics, and videos on how game emotion drives engagement http://xeodesign.com
  • Gamification Summit
    Presenter
    Gamification Summit 2011 - 2014
  • Kabam
    Consultant
    Kabam 2013 - 2013
    Vancouver, British Columbia, Ca
    Dragons of Atlantis: Heirs of the Dragon (Mobile)Helped Kabam port the UI their free to play web hit Dragons of Atlantis 15 million players to mobile. Recommended ways to streamlines the mobile interface to reduce the number of dialogs and optimize the UI for iPad.Lead team to create signature low fidelity interactive paper, electronic and video prototypes to improve the navigation and optimize it for the iPad. Through weekly video calls with Kabam China we reviewed new designs and brainstormed new concepts to organize and improve the UI.As a result, the new UI reduced the number of taps required for combat by over 50%, created more of the interactions players expect on the iPad, and increased the fun factor for playing The design streamlined the flow, uncluttered the UI, and provided inspiration for a new look and feel. Free white papers, infographics, and videos on how game emotion drives engagement http://xeodesign.com
  • Ibm
    Consultant Author And Speaker
    Ibm 2012 - 2013
    Armonk, New York, Ny, Us
    Wrote white paper on Game to Deliver Public Service, as well as presented to their innovation team on how games can increase engagement with IBM's customers.
  • Ubisoft
    Consultant
    Ubisoft 2003 - 2012
    Saint-Mandé, Île-De-France, Fr
  • Blogher
    Consultant
    Blogher 2011 - 2011
    New York, New York, Us
    BlogHer.orgLed team to redesign the most popular blogging portals for women. Suggested game mechanics to increase engagement.Also presented for Blog Her's Entrepreneur's forum for two years.
  • Ea
    Consultant
    Ea 2002 - 2010
    Redwood City, Ca, Us
    OriginField Research on Download Purchasing and MicrotransactionsHelped EA enter the lucrative digital download market with field research on what motivates online purchases. The XEOResearch report, based on in-home studies with all types of gamers, gave EA new insights about player purchase behavior. The purchasing personas burst conventional thinking. EA changed their roadmap for feature development for launch and afterwards.The SimsHelped Will Wright and team add emotions to The SimsTo catalyze creativity EA hired XEODesign on several occasions to hold XEO PlayShopsβ„’ for The Sims team to share our state of the art emotion design and creativity boosting techniques. The PlayShop for The Sims 2 team accelerated innovative idea-generation, creating 256 new and actionable ideas in 1-hour (a world record, as far as we know). The Sims, now in its 4th version, has sold over 175 million copies.Pogo.comConducted expert design reviews to increase retention and conversion rates for Pogo.com one of the first online game portals. Identified what caused players to leave and not return. The XEODesign Review created a simple strategic design solution for their entire game portfolio, resulting in 20-40% improvement in key engagement metrics. A follow-on XEO PlayShop taught proprietary ideation techniques for designing new player experiences.Free white papers, infographics, and videos on how game emotion drives engagement http://xeodesign.com
  • Baychi
    Presenter
    Baychi 1994 - 2010
    San Francisco Bay Area, California, Us
  • Playfirst, Inc.
    Consultant
    Playfirst, Inc. 2005 - 2009
    Over 40 projects with PlayFirst to help them turn the smash hit of Diner Dash into a blockbusting franchise later acquired by Glu and now EA.Diner Dash, Wedding Dash, Chocolatier, and Dream ChroniclesPlayer Experience ResearchConducted over 40 player studies in our custom player lab. Gathered customer feedback on virtually every PC title from Diner Dash 2 on. We worked closely with PlayFirst's producers to identify factors that prevented play and those that reduced the fun factor. The steady input of customer feedback (almost one study a month) was a critical ingredient to growing Diner Dash into a best selling franchise. Played a crucial role in identifying what customers liked to help PlayFirst grow Diner Dash into a $40+ million franchise with over 1 billion downloads to date. This makes Diner Dash one of the most popular and recognizable gaming franchises of all time.Free white papers, infographics, and videos on how game emotion drives engagement http://xeodesign.com
  • Lucasarts
    Consultant
    Lucasarts 2005 - 2009
    San Francisco, Ca, Us
    Addressed critical usability issues, problem solved with teams, and offered workarounds to improve the player experience for a dozen LucasArts titles. Provided expert analysis on the player experience to help the team tune "The Force" for emerging platforms. Helped team overcome controller’s technical limits such as the Wii's 4 axis controller to deliver a player experience that felt like β€œThe Force.” Titles include Star Wars Light Saber Duels for the Wii, Indiana Jones for the Wii (and PS2), Clone Wars for the DS, The Force Unleashed, Thrillville, and Battlefront III.Free white papers, infographics, and videos on how game emotion drives engagement http://xeodesign.com
  • Nickelodeon
    Consultant
    Nickelodeon 2008 - 2008
    Los Angeles, Ca, Us
  • Bioware
    Consultant At
    Bioware 2007 - 2008
    Edmonton, Alberta, Ca
  • Iphonedevcamp 2007
    Designed 1St Iphone Game
    Iphonedevcamp 2007 Jul 2007 - Jul 2007
    A week after the iPhone released I designed the first iPhone game called Tilt. Joe Hewitt did the brilliant hack, and Colin Toomey did the art.http://joehewitt.com/2007/07/09/iphonedevcampNow the game is called Tilt World for iOS and players have used it to plant 6,000 trees on the island of Madagascar. http://TiltWorld.com Download link: http://bit.ly/TiltWorld
  • Ugobe
    Consultant
    Ugobe 2007 - 2007
    Eagle, Id, Us
    Pleo the robotic dinosaurIdentified new ways for people to lengthen player engagement with Pleo the robotic dinosaur, for the creators of Furby.Researched customer reactions during in home longitudinal studies with online journals. Used this data to design and recommend new ways to have fun with Pleo. The field research identified new play patterns and strategic design opportunities for downloadable content, creating an entertainment platform as well as options for future entertainment robots. Conducted a XEO PlayShop with the team to illustrate new opportunities for engagement with a revised emotion model for the robots under development.Free white papers, infographics, and videos on how game emotion drives engagement http://xeodesign.com
  • Disney Interactive Studios
    Consultant
    Disney Interactive Studios 2007 - 2007
    Burbank, Ca, Us
  • Her Interactive
    Consultant
    Her Interactive 2006 - 2006
    Bellevue, Wa, Us
  • Cisco Systems
    Consultant
    Cisco Systems 2006 - 2006
    San Jose, Ca, Us
  • Roxio
    Consultant
    Roxio 2001 - 2005
    Designed fun UI that were also all business for Roxio's flagship products Easy CD Creator v5-7 and Toast Titanium (Mac CD ROM burning software.)"It may be an oft-used clichΓ©, but the best really has just got better. Titanium 5.0 has to be one of the most highly recommended products ever.” – MacWorld Review of Roxio’s Toast Titanium
  • Leap Frog Technology Inc.
    Consultant
    Leap Frog Technology Inc. 1995 - 2005
    Seattle, Wa, Us
    Provided design and player research services for dozens of titles and toys for the LeapPad, Leapster, and other innovative hand-held platforms. In fact at the time of LeapFrog’s IPO XEODesign provided most of their formal player testing. We gathered critical data from kids that helped shape new technologies for the LeapPad and Leapster such as erasable markers, character recognition, and ultimately the Fly Pentop Computer.Improved the usability of the audio interface and the ergonomics of holding the pen. The challenge was how to prototype a player experience before the hardware was ready. XEODesign prototyped the Fly Pentop Computer’s audio user interface by duct taping a battery to a ballpoint pen and reading a script.Free white papers, infographics, and videos on how game emotion drives engagement http://xeodesign.com
  • International Game Developers Association (Igda)
    Member
    International Game Developers Association (Igda) 2000 - 2000
    San Francisco, Ca, Us
    Contributed to IGDA White Paper on Casual Games.
  • The Learning Company
    Consultant
    The Learning Company 1998 - 2000
    Brandon, Manitoba, Ca
  • Broderbund
    Consultant
    Broderbund 1993 - 2000
  • San Francisco State University Multimedia Studies Program
    Co-Founder, Curriculum Advisor And Instructor
    San Francisco State University Multimedia Studies Program Sep 1992 - Mar 1998
    Spearheaded an alliance with the International Interactive Communications Society (IICS) to expand SFSU's Multimedia Studies Program course offering that was later copied by universities around the world. Solicited instructors. Approved curriculum and course instructors. Taught Intermediate Interface Design (30hrs), and Rapid Prototyping (14hrs), and HyperCard. Authored Interface Design Instructor's Guide.
  • Consultant At Interval Research
    Designer
    Consultant At Interval Research 1998 - 1998
    Designed the first body grammer for camera games for an Interval Research startup called Electric Planet. This was 5 years before the Sony Eye Toy 2003 and 12 years before the Microsoft Kinect 2010.
  • Sony Online Entertainment
    Consultant
    Sony Online Entertainment 1994 - 1996
    San Diego, Ca, Us
    Provided the first multiplayer user research study for Sony's Online game shows: Jeopardy, Wheel of Fortune, The Dating Game, and Trivial Pursuit. These multiplayer browser games matched players over the internet. Our research brought that experience to the designers by running simultaneous lab studies complete with player video.
  • Pop Rocket Games
    Consultant At
    Pop Rocket Games 1994 - 1995
    Stadt Hamburg, De
    Provided supplemental QA services including coding a downloadable patch for the Total Distortion CD ROM post-ship.
  • Mindscape
    Consultant
    Mindscape 1994 - 1994
    Amstelveen, Nl

🌿 Nicole Lazzaro πŸ•ŠοΈ Skills

Game Design User Experience Video Games Game Development User Interface Design User Interface Digital Media Casual Games Mobile Games Mobile Devices Start Ups Mobile Applications Online Gaming Social Games Entrepreneurship Storyboarding Flash Iphone Content Strategy Gameplay Leadership Mmo Product Management Monetization Usability Web Development Computer Games Design Research Usability Testing Interaction Design User Experience Design Ios Emotional Strategy Gamification Animation Programming Emotion Design Designs Multimedia Game Mechanics User Centered Design Strategic Partnerships Concept Design The Four Keys To Fun Creative Direction E Commerce Ios Development Fiero! \o/

🌿 Nicole Lazzaro πŸ•ŠοΈ Education Details

  • Stanford University
    Stanford University
    Cognitive Psychology

Frequently Asked Questions about 🌿 Nicole Lazzaro πŸ•ŠοΈ

What company does 🌿 Nicole Lazzaro πŸ•ŠοΈ work for?

🌿 Nicole Lazzaro πŸ•ŠοΈ works for Xeodesign, Inc.

What is 🌿 Nicole Lazzaro πŸ•ŠοΈ's role at the current company?

🌿 Nicole Lazzaro πŸ•ŠοΈ's current role is President and Founder at XEODesign, Inc..

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🌿 Nicole Lazzaro πŸ•ŠοΈ attended Stanford University.

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🌿 Nicole Lazzaro πŸ•ŠοΈ has interest in Gamification, Player Experiences, Having Fun, Civil Rights And Social Action, Environment, See Less, Game Design, Photography, Virtual Reality, Games.

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🌿 Nicole Lazzaro πŸ•ŠοΈ has skills like Game Design, User Experience, Video Games, Game Development, User Interface Design, User Interface, Digital Media, Casual Games, Mobile Games, Mobile Devices, Start Ups, Mobile Applications.

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