πΏ Nicole Lazzaro ποΈ Email and Phone Number
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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.
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President And FounderXeodesign, Inc. Aug 1992 - Present1, UsUnlocking 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. -
President And FounderXeoplay Feb 2010 - PresentSf Bay Area, Ca, UsXEOPlay makes games that unlock human potential and improve quality of life through play.XEO (zΔΕ) 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 -
Ux Lead And Strategic AdvisorYoucanevent Aug 2020 - Jan 2021San Francisco , California, UsUX 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. -
Ux Game Design, Software Engineer And Spatial Audio DesignerBose Corporation Jul 2019 - Mar 2020Framingham, Massachusetts, UsCreated 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. -
LecturerGame Developers Conference Mar 1994 - Mar 2020San Francisco, Ca, UsFrequent 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. -
Producer, Advisor, And Xr Ux Haptics Design LeadMiraisens, Inc. Dec 2018 - May 2019San Francisco, California, UsLead 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. -
Product Design ConsultantFacebook Oct 2018 - Dec 2018Design Workshops for Facebook Horizon Team on reducing toxicity through game design for this revolutionary collaborative virtual world for the masses. -
ConsultantNexon Jan 2013 - Dec 2014El Segundo, California, UsDesigned and ran multiple studies for leading mobile titles for Nexon Mobile and Gloops which was acquired by Nexon. -
ConsultantWonder Workshop (Formerly Play-I) 2014 - 2014San Mateo, Ca, UsDash 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 everyoneβs expectations and broke new ground for Dash and Dotβs 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 -
PresenterGamification Summit 2011 - 2014
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ConsultantKabam 2013 - 2013Vancouver, British Columbia, CaDragons 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 -
Consultant Author And SpeakerIbm 2012 - 2013Armonk, New York, Ny, UsWrote 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. -
ConsultantUbisoft 2003 - 2012Saint-MandΓ©, Γle-De-France, Fr -
ConsultantBlogher 2011 - 2011New York, New York, UsBlogHer.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. -
ConsultantEa 2002 - 2010Redwood City, Ca, UsOriginField 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 -
PresenterBaychi 1994 - 2010San Francisco Bay Area, California, Us -
ConsultantPlayfirst, Inc. 2005 - 2009Over 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
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ConsultantLucasarts 2005 - 2009San Francisco, Ca, UsAddressed 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 controllerβs technical limits such as the Wii's 4 axis controller to deliver a player experience that felt like βThe Force.β 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 -
ConsultantNickelodeon 2008 - 2008Los Angeles, Ca, Us -
Consultant AtBioware 2007 - 2008Edmonton, Alberta, Ca -
Designed 1St Iphone GameIphonedevcamp 2007 Jul 2007 - Jul 2007A 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
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ConsultantUgobe 2007 - 2007Eagle, Id, UsPleo 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 -
ConsultantDisney Interactive Studios 2007 - 2007Burbank, Ca, Us -
ConsultantHer Interactive 2006 - 2006Bellevue, Wa, Us -
ConsultantCisco Systems 2006 - 2006San Jose, Ca, Us -
ConsultantRoxio 2001 - 2005Designed 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.β β MacWorld Review of Roxioβs Toast Titanium
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ConsultantLeap Frog Technology Inc. 1995 - 2005Seattle, Wa, UsProvided 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 LeapFrogβs 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 Computerβs 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 -
MemberInternational Game Developers Association (Igda) 2000 - 2000San Francisco, Ca, UsContributed to IGDA White Paper on Casual Games. -
ConsultantThe Learning Company 1998 - 2000Brandon, Manitoba, Ca -
ConsultantBroderbund 1993 - 2000
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Co-Founder, Curriculum Advisor And InstructorSan Francisco State University Multimedia Studies Program Sep 1992 - Mar 1998Spearheaded 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.
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DesignerConsultant At Interval Research 1998 - 1998Designed 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.
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ConsultantSony Online Entertainment 1994 - 1996San Diego, Ca, UsProvided 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. -
Consultant AtPop Rocket Games 1994 - 1995Stadt Hamburg, DeProvided supplemental QA services including coding a downloadable patch for the Total Distortion CD ROM post-ship. -
ConsultantMindscape 1994 - 1994Amstelveen, Nl
πΏ Nicole Lazzaro ποΈ Skills
πΏ Nicole Lazzaro ποΈ Education Details
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Stanford UniversityCognitive Psychology
Frequently Asked Questions about πΏ Nicole Lazzaro ποΈ
What company does πΏ Nicole Lazzaro ποΈ work for?
πΏ Nicole Lazzaro ποΈ works for Xeodesign, Inc.
What is πΏ Nicole Lazzaro ποΈ's role at the current company?
πΏ Nicole Lazzaro ποΈ's current role is President and Founder at XEODesign, Inc..
What is πΏ Nicole Lazzaro ποΈ's email address?
πΏ Nicole Lazzaro ποΈ's email address is nl****@****ign.com
What is πΏ Nicole Lazzaro ποΈ's direct phone number?
πΏ Nicole Lazzaro ποΈ's direct phone number is +151065*****
What schools did πΏ Nicole Lazzaro ποΈ attend?
πΏ Nicole Lazzaro ποΈ attended Stanford University.
What are some of πΏ Nicole Lazzaro ποΈ's interests?
πΏ Nicole Lazzaro ποΈ has interest in Gamification, Player Experiences, Having Fun, Civil Rights And Social Action, Environment, See Less, Game Design, Photography, Virtual Reality, Games.
What skills is πΏ Nicole Lazzaro ποΈ known for?
πΏ Nicole Lazzaro ποΈ 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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