ºÝºÝߣshows by User: CattSmall / http://www.slideshare.net/images/logo.gif ºÝºÝߣshows by User: CattSmall / Mon, 11 Mar 2019 11:12:51 GMT ºÝºÝߣShare feed for ºÝºÝߣshows by User: CattSmall Pixel up! - Ship it Sooner /slideshow/pixel-up-ship-it-sooner/135623045 2019-03-11-pixelup-shipitsooner-190311111251
Tools help us create beautiful, usable experiences for devices. However, they can also get in the way of creativity: designers and developers sometimes spend more time thinking about process, software, and tools than making. In this talk, Catt will discuss reasons we get distracted by process and tools, why stepping away from process and tools can be helpful, as well as methods to focus more on getting things done.]]>

Tools help us create beautiful, usable experiences for devices. However, they can also get in the way of creativity: designers and developers sometimes spend more time thinking about process, software, and tools than making. In this talk, Catt will discuss reasons we get distracted by process and tools, why stepping away from process and tools can be helpful, as well as methods to focus more on getting things done.]]>
Mon, 11 Mar 2019 11:12:51 GMT /slideshow/pixel-up-ship-it-sooner/135623045 CattSmall@slideshare.net(CattSmall) Pixel up! - Ship it Sooner CattSmall Tools help us create beautiful, usable experiences for devices. However, they can also get in the way of creativity: designers and developers sometimes spend more time thinking about process, software, and tools than making. In this talk, Catt will discuss reasons we get distracted by process and tools, why stepping away from process and tools can be helpful, as well as methods to focus more on getting things done. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2019-03-11-pixelup-shipitsooner-190311111251-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Tools help us create beautiful, usable experiences for devices. However, they can also get in the way of creativity: designers and developers sometimes spend more time thinking about process, software, and tools than making. In this talk, Catt will discuss reasons we get distracted by process and tools, why stepping away from process and tools can be helpful, as well as methods to focus more on getting things done.
Pixel up! - Ship it Sooner from Catt Small
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BrooklynJS: Feelings and Frameworks /slideshow/brooklynjs-feelings-and-frameworks/132822045 2019-02-21brooklynjsfeelingsandframeworks-190222032141
In this lightning talk, I discuss how I created SweetXheart. Play the game: https://cattsmall.itch.io/sweetxheart]]>

In this lightning talk, I discuss how I created SweetXheart. Play the game: https://cattsmall.itch.io/sweetxheart]]>
Fri, 22 Feb 2019 03:21:41 GMT /slideshow/brooklynjs-feelings-and-frameworks/132822045 CattSmall@slideshare.net(CattSmall) BrooklynJS: Feelings and Frameworks CattSmall In this lightning talk, I discuss how I created SweetXheart. Play the game: https://cattsmall.itch.io/sweetxheart <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2019-02-21brooklynjsfeelingsandframeworks-190222032141-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> In this lightning talk, I discuss how I created SweetXheart. Play the game: https://cattsmall.itch.io/sweetxheart
BrooklynJS: Feelings and Frameworks from Catt Small
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Write/Speak/Code 2018 – The Full Story: Presenting Complete Ideas /slideshow/the-full-story-presenting-complete-ideas/108772454 2018-08-01-presentingcompleteideas-180806142759
Telling a cohesive story is one of the hardest parts of public speaking. Many fledgling speakers find it challenging to string concepts together in an order that makes sense to other people. They also find themselves struggling to explain things in a way that feels approachable. In this talk, I share methods to plan and present ideas so that your audience can better understand them. Readers will finish the talk knowing how to outline and design presentations for speaking engagements.]]>

Telling a cohesive story is one of the hardest parts of public speaking. Many fledgling speakers find it challenging to string concepts together in an order that makes sense to other people. They also find themselves struggling to explain things in a way that feels approachable. In this talk, I share methods to plan and present ideas so that your audience can better understand them. Readers will finish the talk knowing how to outline and design presentations for speaking engagements.]]>
Mon, 06 Aug 2018 14:27:59 GMT /slideshow/the-full-story-presenting-complete-ideas/108772454 CattSmall@slideshare.net(CattSmall) Write/Speak/Code 2018 – The Full Story: Presenting Complete Ideas CattSmall Telling a cohesive story is one of the hardest parts of public speaking. Many fledgling speakers find it challenging to string concepts together in an order that makes sense to other people. They also find themselves struggling to explain things in a way that feels approachable. In this talk, I share methods to plan and present ideas so that your audience can better understand them. Readers will finish the talk knowing how to outline and design presentations for speaking engagements. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2018-08-01-presentingcompleteideas-180806142759-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Telling a cohesive story is one of the hardest parts of public speaking. Many fledgling speakers find it challenging to string concepts together in an order that makes sense to other people. They also find themselves struggling to explain things in a way that feels approachable. In this talk, I share methods to plan and present ideas so that your audience can better understand them. Readers will finish the talk knowing how to outline and design presentations for speaking engagements.
Write/Speak/Code 2018 – The Full Story: Presenting Complete Ideas from Catt Small
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FusionConf 2018 - We're all designers /slideshow/fusionconf-2018-were-all-designers/104128421 2018-06-29fusionconf-werealldesigners-180703231938
Product design and development often involves many people with different skillsets. Unfortunately, communication problems can arise. Designers may hear responses that sound like "you're the designer", "that'll take too much time", or "that's not my job" when they attempt to collaborate. Catt Small, a Product Designer and Developer, will discuss methods used to cross silos in order to speed up the design and development process while also building camaraderie, agency, and transparency. She will also discuss ways to encourage teams that may be reluctant to change and ways to get upper management on board with a more collaborative design process.]]>

Product design and development often involves many people with different skillsets. Unfortunately, communication problems can arise. Designers may hear responses that sound like "you're the designer", "that'll take too much time", or "that's not my job" when they attempt to collaborate. Catt Small, a Product Designer and Developer, will discuss methods used to cross silos in order to speed up the design and development process while also building camaraderie, agency, and transparency. She will also discuss ways to encourage teams that may be reluctant to change and ways to get upper management on board with a more collaborative design process.]]>
Tue, 03 Jul 2018 23:19:38 GMT /slideshow/fusionconf-2018-were-all-designers/104128421 CattSmall@slideshare.net(CattSmall) FusionConf 2018 - We're all designers CattSmall Product design and development often involves many people with different skillsets. Unfortunately, communication problems can arise. Designers may hear responses that sound like "you're the designer", "that'll take too much time", or "that's not my job" when they attempt to collaborate. Catt Small, a Product Designer and Developer, will discuss methods used to cross silos in order to speed up the design and development process while also building camaraderie, agency, and transparency. She will also discuss ways to encourage teams that may be reluctant to change and ways to get upper management on board with a more collaborative design process. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2018-06-29fusionconf-werealldesigners-180703231938-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Product design and development often involves many people with different skillsets. Unfortunately, communication problems can arise. Designers may hear responses that sound like &quot;you&#39;re the designer&quot;, &quot;that&#39;ll take too much time&quot;, or &quot;that&#39;s not my job&quot; when they attempt to collaborate. Catt Small, a Product Designer and Developer, will discuss methods used to cross silos in order to speed up the design and development process while also building camaraderie, agency, and transparency. She will also discuss ways to encourage teams that may be reluctant to change and ways to get upper management on board with a more collaborative design process.
FusionConf 2018 - We're all designers from Catt Small
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More than bleeps and bloops: UX lessons from game design /slideshow/more-than-bleeps-and-bloops-ux-lessons-from-game-design/81993450 2017-11-10dibi-notjustbleepsandbloops-171113162616
When UX designers think of borrowing from game design, achievement systems and points are often the first approaches that come to mind. But there's so much more we can learn from games. In this talk, I explore other ways to integrate game design concepts into user experiences. Attendees left with methods to make experiences more engaging – and even game-like – without coming off as gimmicky.]]>

When UX designers think of borrowing from game design, achievement systems and points are often the first approaches that come to mind. But there's so much more we can learn from games. In this talk, I explore other ways to integrate game design concepts into user experiences. Attendees left with methods to make experiences more engaging – and even game-like – without coming off as gimmicky.]]>
Mon, 13 Nov 2017 16:26:16 GMT /slideshow/more-than-bleeps-and-bloops-ux-lessons-from-game-design/81993450 CattSmall@slideshare.net(CattSmall) More than bleeps and bloops: UX lessons from game design CattSmall When UX designers think of borrowing from game design, achievement systems and points are often the first approaches that come to mind. But there's so much more we can learn from games. In this talk, I explore other ways to integrate game design concepts into user experiences. Attendees left with methods to make experiences more engaging – and even game-like – without coming off as gimmicky. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2017-11-10dibi-notjustbleepsandbloops-171113162616-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> When UX designers think of borrowing from game design, achievement systems and points are often the first approaches that come to mind. But there&#39;s so much more we can learn from games. In this talk, I explore other ways to integrate game design concepts into user experiences. Attendees left with methods to make experiences more engaging – and even game-like – without coming off as gimmicky.
More than bleeps and bloops: UX lessons from game design from Catt Small
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Create Upstate - Ship it sooner: how to get more done in less time /slideshow/create-upstate-ship-it-sooner-how-to-get-more-done-in-less-time/75718853 2017-05-05-createupstate-shipitsooner-howtogetmoredoneinlesstime-170505190647
Tools help us create beautiful, usable experiences for devices. However, they can also get in the way of creativity. Designers and developers sometimes spend more time thinking about process, software and tools than making. In this talk, Catt will discuss the reasons we get distracted by process and tools, why stepping away from process and tools can be helpful, as well as methods to focus more on getting things done.]]>

Tools help us create beautiful, usable experiences for devices. However, they can also get in the way of creativity. Designers and developers sometimes spend more time thinking about process, software and tools than making. In this talk, Catt will discuss the reasons we get distracted by process and tools, why stepping away from process and tools can be helpful, as well as methods to focus more on getting things done.]]>
Fri, 05 May 2017 19:06:47 GMT /slideshow/create-upstate-ship-it-sooner-how-to-get-more-done-in-less-time/75718853 CattSmall@slideshare.net(CattSmall) Create Upstate - Ship it sooner: how to get more done in less time CattSmall Tools help us create beautiful, usable experiences for devices. However, they can also get in the way of creativity. Designers and developers sometimes spend more time thinking about process, software and tools than making. In this talk, Catt will discuss the reasons we get distracted by process and tools, why stepping away from process and tools can be helpful, as well as methods to focus more on getting things done. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2017-05-05-createupstate-shipitsooner-howtogetmoredoneinlesstime-170505190647-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Tools help us create beautiful, usable experiences for devices. However, they can also get in the way of creativity. Designers and developers sometimes spend more time thinking about process, software and tools than making. In this talk, Catt will discuss the reasons we get distracted by process and tools, why stepping away from process and tools can be helpful, as well as methods to focus more on getting things done.
Create Upstate - Ship it sooner: how to get more done in less time from Catt Small
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AIGA Design Conference 2016 - Bootstrapping Communities /slideshow/aiga-design-conference-2016-bootstrapping-communities/67431123 2016-10-19aiga-bootstrappingcommunities-161019233409
The lack of diversity in the tech and games industries is a known issue. One solution is to build support networks for marginalized folks in these industries. Support networks are also important within the realm of products, as social activity adds value to services. Designing and creating supportive communities requires hard work, time, and money. In this talk, I discussed lessons learned while helping to build several successful—and a few failed—communities of varying sizes online and offline.]]>

The lack of diversity in the tech and games industries is a known issue. One solution is to build support networks for marginalized folks in these industries. Support networks are also important within the realm of products, as social activity adds value to services. Designing and creating supportive communities requires hard work, time, and money. In this talk, I discussed lessons learned while helping to build several successful—and a few failed—communities of varying sizes online and offline.]]>
Wed, 19 Oct 2016 23:34:09 GMT /slideshow/aiga-design-conference-2016-bootstrapping-communities/67431123 CattSmall@slideshare.net(CattSmall) AIGA Design Conference 2016 - Bootstrapping Communities CattSmall The lack of diversity in the tech and games industries is a known issue. One solution is to build support networks for marginalized folks in these industries. Support networks are also important within the realm of products, as social activity adds value to services. Designing and creating supportive communities requires hard work, time, and money. In this talk, I discussed lessons learned while helping to build several successful—and a few failed—communities of varying sizes online and offline. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2016-10-19aiga-bootstrappingcommunities-161019233409-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> The lack of diversity in the tech and games industries is a known issue. One solution is to build support networks for marginalized folks in these industries. Support networks are also important within the realm of products, as social activity adds value to services. Designing and creating supportive communities requires hard work, time, and money. In this talk, I discussed lessons learned while helping to build several successful—and a few failed—communities of varying sizes online and offline.
AIGA Design Conference 2016 - Bootstrapping Communities from Catt Small
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Designing Socially Impactful Digital Experiences /slideshow/designing-socially-impactful-digital-experiences/61823208 2016-05-09beyondtellerrand-designingsociallyimpactfuldigitalexperiences-160509154719
Countless people in technology want to use their skills to help others. However, creating a digital product that improves society is harder than it sounds. The successful use of technology in new contexts requires more research, testing, and time than most would like to admit. Countless social good hackathons have been organized, yet many products created during these events fail to become anything more than a mention in a recap article. In this talk, I described my process of creating SenseU, a mobile sex education game that utilizes a popular form of communication: instant messaging. Using my project as a case study, I highlighted ways that the current state of designing for social good can be improved. Attendees learned ways that technology can successfully help others as well as tips for launching an interactive experience created for social good.]]>

Countless people in technology want to use their skills to help others. However, creating a digital product that improves society is harder than it sounds. The successful use of technology in new contexts requires more research, testing, and time than most would like to admit. Countless social good hackathons have been organized, yet many products created during these events fail to become anything more than a mention in a recap article. In this talk, I described my process of creating SenseU, a mobile sex education game that utilizes a popular form of communication: instant messaging. Using my project as a case study, I highlighted ways that the current state of designing for social good can be improved. Attendees learned ways that technology can successfully help others as well as tips for launching an interactive experience created for social good.]]>
Mon, 09 May 2016 15:47:19 GMT /slideshow/designing-socially-impactful-digital-experiences/61823208 CattSmall@slideshare.net(CattSmall) Designing Socially Impactful Digital Experiences CattSmall Countless people in technology want to use their skills to help others. However, creating a digital product that improves society is harder than it sounds. The successful use of technology in new contexts requires more research, testing, and time than most would like to admit. Countless social good hackathons have been organized, yet many products created during these events fail to become anything more than a mention in a recap article. In this talk, I described my process of creating SenseU, a mobile sex education game that utilizes a popular form of communication: instant messaging. Using my project as a case study, I highlighted ways that the current state of designing for social good can be improved. Attendees learned ways that technology can successfully help others as well as tips for launching an interactive experience created for social good. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2016-05-09beyondtellerrand-designingsociallyimpactfuldigitalexperiences-160509154719-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Countless people in technology want to use their skills to help others. However, creating a digital product that improves society is harder than it sounds. The successful use of technology in new contexts requires more research, testing, and time than most would like to admit. Countless social good hackathons have been organized, yet many products created during these events fail to become anything more than a mention in a recap article. In this talk, I described my process of creating SenseU, a mobile sex education game that utilizes a popular form of communication: instant messaging. Using my project as a case study, I highlighted ways that the current state of designing for social good can be improved. Attendees learned ways that technology can successfully help others as well as tips for launching an interactive experience created for social good.
Designing Socially Impactful Digital Experiences from Catt Small
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!!Con - The Creative Programmer /slideshow/con-the-creative-programmer/61775305 2016-05-07con-thecreativeprogrammer-160507163802
Despite the fact that programmers create experiences, the creative aspect of programming gets removed from the conversation. In this talk, I discussed my road to becoming a programmer and how thinking of code as a paintbrush has helped to shape my relationship with programming.]]>

Despite the fact that programmers create experiences, the creative aspect of programming gets removed from the conversation. In this talk, I discussed my road to becoming a programmer and how thinking of code as a paintbrush has helped to shape my relationship with programming.]]>
Sat, 07 May 2016 16:38:02 GMT /slideshow/con-the-creative-programmer/61775305 CattSmall@slideshare.net(CattSmall) !!Con - The Creative Programmer CattSmall Despite the fact that programmers create experiences, the creative aspect of programming gets removed from the conversation. In this talk, I discussed my road to becoming a programmer and how thinking of code as a paintbrush has helped to shape my relationship with programming. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2016-05-07con-thecreativeprogrammer-160507163802-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Despite the fact that programmers create experiences, the creative aspect of programming gets removed from the conversation. In this talk, I discussed my road to becoming a programmer and how thinking of code as a paintbrush has helped to shape my relationship with programming.
!!Con - The Creative Programmer from Catt Small
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FITC 2016 - Just Make Stuff! /slideshow/fitc-2016-just-make-stuff/61071374 2016-04-18fitc-justmakestuff1-160419025512
Tools help us create beautiful, usable experiences for devices. However, they can also get in the way of creativity: designers and developers sometimes spend more time thinking about process, software, and tools than making. In this talk, I discussed reasons we get distracted by process and tools, why stepping away from process and tools can be helpful, as well as methods to focus more on getting things done.]]>

Tools help us create beautiful, usable experiences for devices. However, they can also get in the way of creativity: designers and developers sometimes spend more time thinking about process, software, and tools than making. In this talk, I discussed reasons we get distracted by process and tools, why stepping away from process and tools can be helpful, as well as methods to focus more on getting things done.]]>
Tue, 19 Apr 2016 02:55:12 GMT /slideshow/fitc-2016-just-make-stuff/61071374 CattSmall@slideshare.net(CattSmall) FITC 2016 - Just Make Stuff! CattSmall Tools help us create beautiful, usable experiences for devices. However, they can also get in the way of creativity: designers and developers sometimes spend more time thinking about process, software, and tools than making. In this talk, I discussed reasons we get distracted by process and tools, why stepping away from process and tools can be helpful, as well as methods to focus more on getting things done. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2016-04-18fitc-justmakestuff1-160419025512-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Tools help us create beautiful, usable experiences for devices. However, they can also get in the way of creativity: designers and developers sometimes spend more time thinking about process, software, and tools than making. In this talk, I discussed reasons we get distracted by process and tools, why stepping away from process and tools can be helpful, as well as methods to focus more on getting things done.
FITC 2016 - Just Make Stuff! from Catt Small
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FOWD NYC 2015 – Beyond gamification: more important lessons we can learn from game design /slideshow/fowd-nyc-2015-beyond-gamification-more-important-lessons-we-can-learn-from-game-design/54746244 2015beyondgamification-151104182109-lva1-app6892
Beyond gamification, what are other lessons we can learn from game design? UX and game design are quite similar in some aspects, yet we still focus on basic gamified elements such as achievements and points to create engaging content. I think there are other things we can learn from games, and in the future UX and game design will be further intertwined.]]>

Beyond gamification, what are other lessons we can learn from game design? UX and game design are quite similar in some aspects, yet we still focus on basic gamified elements such as achievements and points to create engaging content. I think there are other things we can learn from games, and in the future UX and game design will be further intertwined.]]>
Wed, 04 Nov 2015 18:21:09 GMT /slideshow/fowd-nyc-2015-beyond-gamification-more-important-lessons-we-can-learn-from-game-design/54746244 CattSmall@slideshare.net(CattSmall) FOWD NYC 2015 – Beyond gamification: more important lessons we can learn from game design CattSmall Beyond gamification, what are other lessons we can learn from game design? UX and game design are quite similar in some aspects, yet we still focus on basic gamified elements such as achievements and points to create engaging content. I think there are other things we can learn from games, and in the future UX and game design will be further intertwined. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2015beyondgamification-151104182109-lva1-app6892-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Beyond gamification, what are other lessons we can learn from game design? UX and game design are quite similar in some aspects, yet we still focus on basic gamified elements such as achievements and points to create engaging content. I think there are other things we can learn from games, and in the future UX and game design will be further intertwined.
FOWD NYC 2015 – Beyond gamification: more important lessons we can learn from game design from Catt Small
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Making Native Browser Games in The Modern Age /slideshow/making-native-browser-games-in-the-modern-age/52916757 webunleashedtoronto2015-makingnativebrowsergamesinthemodernage-150918023209-lva1-app6891
When Flash fell out of popularity due to lack of mobile support, it left small game makers with a big question – use outdated technology and miss out on the shift to mobile, or make mobile-only games and forget the browser? Gladly, thanks to JavaScript game development frameworks like Phaser, we no longer have to choose. In this talk, I discussed the pros and cons of making games using JavaScript, the basic concepts behind Phaser (my tool of choice), as well as how to go beyond the browser and package JavaScript games for other platforms.]]>

When Flash fell out of popularity due to lack of mobile support, it left small game makers with a big question – use outdated technology and miss out on the shift to mobile, or make mobile-only games and forget the browser? Gladly, thanks to JavaScript game development frameworks like Phaser, we no longer have to choose. In this talk, I discussed the pros and cons of making games using JavaScript, the basic concepts behind Phaser (my tool of choice), as well as how to go beyond the browser and package JavaScript games for other platforms.]]>
Fri, 18 Sep 2015 02:32:09 GMT /slideshow/making-native-browser-games-in-the-modern-age/52916757 CattSmall@slideshare.net(CattSmall) Making Native Browser Games in The Modern Age CattSmall When Flash fell out of popularity due to lack of mobile support, it left small game makers with a big question – use outdated technology and miss out on the shift to mobile, or make mobile-only games and forget the browser? Gladly, thanks to JavaScript game development frameworks like Phaser, we no longer have to choose. In this talk, I discussed the pros and cons of making games using JavaScript, the basic concepts behind Phaser (my tool of choice), as well as how to go beyond the browser and package JavaScript games for other platforms. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/webunleashedtoronto2015-makingnativebrowsergamesinthemodernage-150918023209-lva1-app6891-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> When Flash fell out of popularity due to lack of mobile support, it left small game makers with a big question – use outdated technology and miss out on the shift to mobile, or make mobile-only games and forget the browser? Gladly, thanks to JavaScript game development frameworks like Phaser, we no longer have to choose. In this talk, I discussed the pros and cons of making games using JavaScript, the basic concepts behind Phaser (my tool of choice), as well as how to go beyond the browser and package JavaScript games for other platforms.
Making Native Browser Games in The Modern Age from Catt Small
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From Maker to Businessperson: Lessons Learned from Becoming a Creative Entrepreneur /slideshow/inclusivedev-from-maker-to-businessperson/45580114 2015-03-08inclusivedev-frommakertobusinessperson-150308144831-conversion-gate01
ºÝºÝߣs from my lightning talk at InclusiveDev.]]>

ºÝºÝߣs from my lightning talk at InclusiveDev.]]>
Sun, 08 Mar 2015 14:48:31 GMT /slideshow/inclusivedev-from-maker-to-businessperson/45580114 CattSmall@slideshare.net(CattSmall) From Maker to Businessperson: Lessons Learned from Becoming a Creative Entrepreneur CattSmall ºÝºÝߣs from my lightning talk at InclusiveDev. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2015-03-08inclusivedev-frommakertobusinessperson-150308144831-conversion-gate01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> ºÝºÝߣs from my lightning talk at InclusiveDev.
From Maker to Businessperson: Lessons Learned from Becoming a Creative Entrepreneur from Catt Small
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RVA #GGJ15 Keynote Talk - From Consumer to Creator: Making Games /CattSmall/rva-ggj15-keynote-talk-making-games-at-jams 2015-01-23rvaggj-makinggamesatjams-150123221159-conversion-gate02
In my 2015 Global Game Jam keynote at UVC, I talked about my experience at jams and shared advice for people who are interested in making games.]]>

In my 2015 Global Game Jam keynote at UVC, I talked about my experience at jams and shared advice for people who are interested in making games.]]>
Fri, 23 Jan 2015 22:11:59 GMT /CattSmall/rva-ggj15-keynote-talk-making-games-at-jams CattSmall@slideshare.net(CattSmall) RVA #GGJ15 Keynote Talk - From Consumer to Creator: Making Games CattSmall In my 2015 Global Game Jam keynote at UVC, I talked about my experience at jams and shared advice for people who are interested in making games. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2015-01-23rvaggj-makinggamesatjams-150123221159-conversion-gate02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> In my 2015 Global Game Jam keynote at UVC, I talked about my experience at jams and shared advice for people who are interested in making games.
RVA #GGJ15 Keynote Talk - From Consumer to Creator: Making Games from Catt Small
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We're all Designers: Encouraging Collaboration in Design Without Forming a Committee /slideshow/2014-0903-flow-con-were-all-designers-38666711/38666711 2014-09-03flowcon-werealldesigners-140903165719-phpapp01
Product design and development often involves many people of different roles who enter and leave at different parts of a project. However, this can cause communication problems and responses that sound like "you're the designer", "that'll take too much time", or "that's not my job" when people attempt to collaborate. In this talk, Catt discussed methods used to cross silos in order to speed up the design and development process while also building camaraderie, agency, and transparency. She also discussed ways to encourage teams that may be reluctant to change and ways to get upper management on board with a more collaborative design process.]]>

Product design and development often involves many people of different roles who enter and leave at different parts of a project. However, this can cause communication problems and responses that sound like "you're the designer", "that'll take too much time", or "that's not my job" when people attempt to collaborate. In this talk, Catt discussed methods used to cross silos in order to speed up the design and development process while also building camaraderie, agency, and transparency. She also discussed ways to encourage teams that may be reluctant to change and ways to get upper management on board with a more collaborative design process.]]>
Wed, 03 Sep 2014 16:57:19 GMT /slideshow/2014-0903-flow-con-were-all-designers-38666711/38666711 CattSmall@slideshare.net(CattSmall) We're all Designers: Encouraging Collaboration in Design Without Forming a Committee CattSmall Product design and development often involves many people of different roles who enter and leave at different parts of a project. However, this can cause communication problems and responses that sound like "you're the designer", "that'll take too much time", or "that's not my job" when people attempt to collaborate. In this talk, Catt discussed methods used to cross silos in order to speed up the design and development process while also building camaraderie, agency, and transparency. She also discussed ways to encourage teams that may be reluctant to change and ways to get upper management on board with a more collaborative design process. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2014-09-03flowcon-werealldesigners-140903165719-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Product design and development often involves many people of different roles who enter and leave at different parts of a project. However, this can cause communication problems and responses that sound like &quot;you&#39;re the designer&quot;, &quot;that&#39;ll take too much time&quot;, or &quot;that&#39;s not my job&quot; when people attempt to collaborate. In this talk, Catt discussed methods used to cross silos in order to speed up the design and development process while also building camaraderie, agency, and transparency. She also discussed ways to encourage teams that may be reluctant to change and ways to get upper management on board with a more collaborative design process.
We're all Designers: Encouraging Collaboration in Design Without Forming a Committee from Catt Small
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Hooray for UX! /CattSmall/hoora 2014-06-18generalassembly-ux-games-140618125004-phpapp01
A presentation for General Assembly's UXDI course in the spring of 2014. I discuss UX, game-making, and how I got involved with both fields. I then share advice for those who are interested in UX and/or making games.]]>

A presentation for General Assembly's UXDI course in the spring of 2014. I discuss UX, game-making, and how I got involved with both fields. I then share advice for those who are interested in UX and/or making games.]]>
Wed, 18 Jun 2014 12:50:04 GMT /CattSmall/hoora CattSmall@slideshare.net(CattSmall) Hooray for UX! CattSmall A presentation for General Assembly's UXDI course in the spring of 2014. I discuss UX, game-making, and how I got involved with both fields. I then share advice for those who are interested in UX and/or making games. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2014-06-18generalassembly-ux-games-140618125004-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> A presentation for General Assembly&#39;s UXDI course in the spring of 2014. I discuss UX, game-making, and how I got involved with both fields. I then share advice for those who are interested in UX and/or making games.
Hooray for UX! from Catt Small
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ConveyUX 2014 – Beyond Gamification: Lessons from Game Design for Engaging Users /slideshow/2014-beyond-gamification/30869992 2014beyondgamification-140205161843-phpapp02
See the video here: http://conveyux.com/past_session/beyond-gamification-lessons-from-game-design-for-engaging-users-catt-small/ When UX designers think of techniques that have been borrowed from game design, gamification is often the first approach that comes to mind. However, the oversaturation of gamification in products we use every day can cause fatigue. Not every product needs a system of achievements. UX practitioners can learn so much more from game design. In this talk, I explored other ways to engage users in products via game design concepts without coming off as gimmicky. ]]>

See the video here: http://conveyux.com/past_session/beyond-gamification-lessons-from-game-design-for-engaging-users-catt-small/ When UX designers think of techniques that have been borrowed from game design, gamification is often the first approach that comes to mind. However, the oversaturation of gamification in products we use every day can cause fatigue. Not every product needs a system of achievements. UX practitioners can learn so much more from game design. In this talk, I explored other ways to engage users in products via game design concepts without coming off as gimmicky. ]]>
Wed, 05 Feb 2014 16:18:43 GMT /slideshow/2014-beyond-gamification/30869992 CattSmall@slideshare.net(CattSmall) ConveyUX 2014 – Beyond Gamification: Lessons from Game Design for Engaging Users CattSmall See the video here: http://conveyux.com/past_session/beyond-gamification-lessons-from-game-design-for-engaging-users-catt-small/ When UX designers think of techniques that have been borrowed from game design, gamification is often the first approach that comes to mind. However, the oversaturation of gamification in products we use every day can cause fatigue. Not every product needs a system of achievements. UX practitioners can learn so much more from game design. In this talk, I explored other ways to engage users in products via game design concepts without coming off as gimmicky. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2014beyondgamification-140205161843-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> See the video here: http://conveyux.com/past_session/beyond-gamification-lessons-from-game-design-for-engaging-users-catt-small/ When UX designers think of techniques that have been borrowed from game design, gamification is often the first approach that comes to mind. However, the oversaturation of gamification in products we use every day can cause fatigue. Not every product needs a system of achievements. UX practitioners can learn so much more from game design. In this talk, I explored other ways to engage users in products via game design concepts without coming off as gimmicky.
ConveyUX 2014 – Beyond Gamification: Lessons from Game Design for Engaging Users from Catt Small
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Fun and Usable: Making Better, More Intuitive Games /slideshow/fun-and-usable-making-better-more-intuitive-games/30164147 2014cunygamesfestvaluxingames-140118120904-phpapp02
Presented at the CUNY Games Festival in January 2014. Video games are different from other types of software in that people are more accepting of frustrating user interfaces. However, those frustrations can distract players and detract from the fun of the game. How can we learn from user experience (UX) design in order to improve the usability of video games, and how can even the smallest games benefit from UX design practices?]]>

Presented at the CUNY Games Festival in January 2014. Video games are different from other types of software in that people are more accepting of frustrating user interfaces. However, those frustrations can distract players and detract from the fun of the game. How can we learn from user experience (UX) design in order to improve the usability of video games, and how can even the smallest games benefit from UX design practices?]]>
Sat, 18 Jan 2014 12:09:04 GMT /slideshow/fun-and-usable-making-better-more-intuitive-games/30164147 CattSmall@slideshare.net(CattSmall) Fun and Usable: Making Better, More Intuitive Games CattSmall Presented at the CUNY Games Festival in January 2014. Video games are different from other types of software in that people are more accepting of frustrating user interfaces. However, those frustrations can distract players and detract from the fun of the game. How can we learn from user experience (UX) design in order to improve the usability of video games, and how can even the smallest games benefit from UX design practices? <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2014cunygamesfestvaluxingames-140118120904-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presented at the CUNY Games Festival in January 2014. Video games are different from other types of software in that people are more accepting of frustrating user interfaces. However, those frustrations can distract players and detract from the fun of the game. How can we learn from user experience (UX) design in order to improve the usability of video games, and how can even the smallest games benefit from UX design practices?
Fun and Usable: Making Better, More Intuitive Games from Catt Small
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https://cdn.slidesharecdn.com/profile-photo-CattSmall-48x48.jpg?cb=1552302751 *I'm not looking for a new position. Thank you!* Hi! My name is Catt Small. I specialize in UX Design, Visual Design, and Development. I not only design stunning, usable products but also work directly with agile development teams to bring designs to life. I strive to make the world (and its wide web) a much better-looking place. I love working on challenging projects and creating interactive products of various types. Read more about my process and see my work at cattsmall.com. www.cattsmall.com https://cdn.slidesharecdn.com/ss_thumbnails/2019-03-11-pixelup-shipitsooner-190311111251-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/pixel-up-ship-it-sooner/135623045 Pixel up! - Ship it So... https://cdn.slidesharecdn.com/ss_thumbnails/2019-02-21brooklynjsfeelingsandframeworks-190222032141-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/brooklynjs-feelings-and-frameworks/132822045 BrooklynJS: Feelings a... https://cdn.slidesharecdn.com/ss_thumbnails/2018-08-01-presentingcompleteideas-180806142759-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/the-full-story-presenting-complete-ideas/108772454 Write/Speak/Code 2018 ...