際際滷shows by User: jreffell / http://www.slideshare.net/images/logo.gif 際際滷shows by User: jreffell / Wed, 08 Jun 2011 22:40:09 GMT 際際滷Share feed for 際際滷shows by User: jreffell Pig-faced Orcs: What designers can learn from old-school role-playing games (D4 version) /slideshow/pigfaced-orcs-what-designers-can-learn-from-oldschool-roleplaying-games-d4-version/8254302 dndv4short-110608224012-phpapp01
Can designers learn anything from old-school role-playing games like Dungeons & Dragons and Traveller? Sure! Talk given at WebVisions 11 in Portland, OR.]]>

Can designers learn anything from old-school role-playing games like Dungeons & Dragons and Traveller? Sure! Talk given at WebVisions 11 in Portland, OR.]]>
Wed, 08 Jun 2011 22:40:09 GMT /slideshow/pigfaced-orcs-what-designers-can-learn-from-oldschool-roleplaying-games-d4-version/8254302 jreffell@slideshare.net(jreffell) Pig-faced Orcs: What designers can learn from old-school role-playing games (D4 version) jreffell Can designers learn anything from old-school role-playing games like Dungeons & Dragons and Traveller? Sure! Talk given at WebVisions 11 in Portland, OR. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/dndv4short-110608224012-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Can designers learn anything from old-school role-playing games like Dungeons &amp; Dragons and Traveller? Sure! Talk given at WebVisions 11 in Portland, OR.
Pig-faced Orcs: What designers can learn from old-school role-playing games (D4 version) from Jamie Reffell
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Pig-faced Orcs: What designers can learn from old-school role-playing games /slideshow/pigfaced-orcs-what-designers-can-learn-from-oldschool-roleplaying-games/7515285 dndv4-110404181709-phpapp01
Can designers learn anything from old-school role-playing games like Dungeons & Dragons and Traveller? Sure! Designers of all kinds are getting comfortable applying principles of game design to non-game applications. Many of those principles date back to the early days of role-playing games, from Gary Gygax and Dave Arneson's first edition of D&D in 1974 to less well-known games like Runequest and Traveller. Game designers have been revisiting these early works and extracting wisdom from them, and I'd like to bring some of those lessons to the user experience community. In this deliciously nerdy talk, I'll present user-experience lessons from old-school gaming, including the role of showmanship in constructing an experience, how imperfections and missing pieces can increase engagement, and the difference between sandbox and railroad designs. Talk given as IA Summit 11 in Denver CO.]]>

Can designers learn anything from old-school role-playing games like Dungeons & Dragons and Traveller? Sure! Designers of all kinds are getting comfortable applying principles of game design to non-game applications. Many of those principles date back to the early days of role-playing games, from Gary Gygax and Dave Arneson's first edition of D&D in 1974 to less well-known games like Runequest and Traveller. Game designers have been revisiting these early works and extracting wisdom from them, and I'd like to bring some of those lessons to the user experience community. In this deliciously nerdy talk, I'll present user-experience lessons from old-school gaming, including the role of showmanship in constructing an experience, how imperfections and missing pieces can increase engagement, and the difference between sandbox and railroad designs. Talk given as IA Summit 11 in Denver CO.]]>
Mon, 04 Apr 2011 18:17:05 GMT /slideshow/pigfaced-orcs-what-designers-can-learn-from-oldschool-roleplaying-games/7515285 jreffell@slideshare.net(jreffell) Pig-faced Orcs: What designers can learn from old-school role-playing games jreffell Can designers learn anything from old-school role-playing games like Dungeons & Dragons and Traveller? Sure! Designers of all kinds are getting comfortable applying principles of game design to non-game applications. Many of those principles date back to the early days of role-playing games, from Gary Gygax and Dave Arneson's first edition of D&D in 1974 to less well-known games like Runequest and Traveller. Game designers have been revisiting these early works and extracting wisdom from them, and I'd like to bring some of those lessons to the user experience community. In this deliciously nerdy talk, I'll present user-experience lessons from old-school gaming, including the role of showmanship in constructing an experience, how imperfections and missing pieces can increase engagement, and the difference between sandbox and railroad designs. Talk given as IA Summit 11 in Denver CO. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/dndv4-110404181709-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Can designers learn anything from old-school role-playing games like Dungeons &amp; Dragons and Traveller? Sure! Designers of all kinds are getting comfortable applying principles of game design to non-game applications. Many of those principles date back to the early days of role-playing games, from Gary Gygax and Dave Arneson&#39;s first edition of D&amp;D in 1974 to less well-known games like Runequest and Traveller. Game designers have been revisiting these early works and extracting wisdom from them, and I&#39;d like to bring some of those lessons to the user experience community. In this deliciously nerdy talk, I&#39;ll present user-experience lessons from old-school gaming, including the role of showmanship in constructing an experience, how imperfections and missing pieces can increase engagement, and the difference between sandbox and railroad designs. Talk given as IA Summit 11 in Denver CO.
Pig-faced Orcs: What designers can learn from old-school role-playing games from Jamie Reffell
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Pragmatic Designer's Guide to Identity on the Web /slideshow/pragmatic-designers-guide-to-identity-on-the-web/4270370 designersguideidentitywv2010-100524123352-phpapp01
This talk was presented at Webvisions 2010 in Portland, Oregon. When you're designing for the web, you have to think about identity. This includes the nuts and bolts of login fields and passwords, as well as fancy technologies like Facebook Connect, OAuth, and OpenID. This talk presents a pragmatic approach to identity on the web, focused on best practices and a reality-based understanding of user behavior. I'll cover: * How users really handle accounts and passwords, and what that means for your site. * Best practices for login/logout. * Shared accounts, shared computers, and other messy realities. * What designers needs to know about OpenID, OAuth, Facebook Connect, and other identity platforms. * What might happen next: future-proofing your design without a crystal ball.]]>

This talk was presented at Webvisions 2010 in Portland, Oregon. When you're designing for the web, you have to think about identity. This includes the nuts and bolts of login fields and passwords, as well as fancy technologies like Facebook Connect, OAuth, and OpenID. This talk presents a pragmatic approach to identity on the web, focused on best practices and a reality-based understanding of user behavior. I'll cover: * How users really handle accounts and passwords, and what that means for your site. * Best practices for login/logout. * Shared accounts, shared computers, and other messy realities. * What designers needs to know about OpenID, OAuth, Facebook Connect, and other identity platforms. * What might happen next: future-proofing your design without a crystal ball.]]>
Mon, 24 May 2010 12:33:46 GMT /slideshow/pragmatic-designers-guide-to-identity-on-the-web/4270370 jreffell@slideshare.net(jreffell) Pragmatic Designer's Guide to Identity on the Web jreffell This talk was presented at Webvisions 2010 in Portland, Oregon. When you're designing for the web, you have to think about identity. This includes the nuts and bolts of login fields and passwords, as well as fancy technologies like Facebook Connect, OAuth, and OpenID. This talk presents a pragmatic approach to identity on the web, focused on best practices and a reality-based understanding of user behavior. I'll cover: * How users really handle accounts and passwords, and what that means for your site. * Best practices for login/logout. * Shared accounts, shared computers, and other messy realities. * What designers needs to know about OpenID, OAuth, Facebook Connect, and other identity platforms. * What might happen next: future-proofing your design without a crystal ball. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/designersguideidentitywv2010-100524123352-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This talk was presented at Webvisions 2010 in Portland, Oregon. When you&#39;re designing for the web, you have to think about identity. This includes the nuts and bolts of login fields and passwords, as well as fancy technologies like Facebook Connect, OAuth, and OpenID. This talk presents a pragmatic approach to identity on the web, focused on best practices and a reality-based understanding of user behavior. I&#39;ll cover: * How users really handle accounts and passwords, and what that means for your site. * Best practices for login/logout. * Shared accounts, shared computers, and other messy realities. * What designers needs to know about OpenID, OAuth, Facebook Connect, and other identity platforms. * What might happen next: future-proofing your design without a crystal ball.
Pragmatic Designer's Guide to Identity on the Web from Jamie Reffell
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Design Patterns - IA Summit 2006 /slideshow/DesignPatternsIASummitpublic/742410 DesignPatternsIASummitpublic-122642718702-phpapp02
Real world design patterns - a history of creating and using design patterns at eBay. Presented by James Reffell and Micah Alpern at the 2006 IA Summit in Vancouver.]]>

Real world design patterns - a history of creating and using design patterns at eBay. Presented by James Reffell and Micah Alpern at the 2006 IA Summit in Vancouver.]]>
Tue, 11 Nov 2008 10:15:30 GMT /slideshow/DesignPatternsIASummitpublic/742410 jreffell@slideshare.net(jreffell) Design Patterns - IA Summit 2006 jreffell Real world design patterns - a history of creating and using design patterns at eBay. Presented by James Reffell and Micah Alpern at the 2006 IA Summit in Vancouver. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/DesignPatternsIASummitpublic-122642718702-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Real world design patterns - a history of creating and using design patterns at eBay. Presented by James Reffell and Micah Alpern at the 2006 IA Summit in Vancouver.
Design Patterns - IA Summit 2006 from Jamie Reffell
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https://cdn.slidesharecdn.com/profile-photo-jreffell-48x48.jpg?cb=1689905784 I live in San Francisco, near the beach. https://cdn.slidesharecdn.com/ss_thumbnails/dndv4short-110608224012-phpapp01-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/pigfaced-orcs-what-designers-can-learn-from-oldschool-roleplaying-games-d4-version/8254302 Pig-faced Orcs: What d... https://cdn.slidesharecdn.com/ss_thumbnails/dndv4-110404181709-phpapp01-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/pigfaced-orcs-what-designers-can-learn-from-oldschool-roleplaying-games/7515285 Pig-faced Orcs: What d... https://cdn.slidesharecdn.com/ss_thumbnails/designersguideidentitywv2010-100524123352-phpapp01-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/pragmatic-designers-guide-to-identity-on-the-web/4270370 Pragmatic Designer&#39;s G...