
- Make Multiplayer More Fun: Designing the Social Environment [71MB: video & slides]. ION Conference 08 (May, 2008). This talk demonstrates why designing social environments is crucial for multiplayer games, and gives examples of some novel features that will improve the way players interact with each other online.
- Decreasing Cheating & Griefing Online: A Psychological Approach. Online Game Developer's Conference (May, 2007). Gave a talk about reducing bad behavior online via a psychologically based design process.
- User-testing in a Hostile Environment: Overcoming Resistance and Apathy in your company. Game Developers Conference (Mar 2004, with Ramon Romero). This talk focused on how to get user-research started in a game company that had no history of doing user-research.
- Read the Marketplace for Added Profit. Electronic Entertainment Expo (May 2003). Invited panelist on the topic of predicting success in the marketplace. Invitation was extended in order to get a data-based counterpoint to two of the other panelists, vice-presidents of marketing from EA & Sony.
- Making Games More Fun: Tips for Playtesting Games [41MB: video & slides]. GDC (Mar 2003, with Michael Medlock). This talk gave do-it-yourself tips for non-researchers for how to conduct better user-research at their game company.
- Beyond Psychological Theory: Getting Data that Improve Games [128MB: video & slides]. GDC (Mar 2002, with Keith Steury). The talk was an introduction of the concept of user-research, and how it could help improve the quality of games. Prior to this talk, there had been no talks at this conference on doing applied research to improve game development.
- Getting Data that Improve Games: A Case Study of Halo. GDC-Europe (Aug 2002, with Keith Steury). A variant of the above talk, with greater emphasis on how user-research helped the make Halo into one of the biggest franchises in games.
- The (Usable) World is Not Enough: How User-Testing Made Halo More Fun [44MB: video & slides]. Carnegie Mellon University (Sep 2002, with Keith Steury). Invited to speak at Carnegie Mellon University's Entertainment Technology Center, which is a game development program with ties to their HCII department.

- Fulton, B. (2008). Interview with Bill Fulton of Ronin User Experience. Interviewed by Paul Philleo for the ION Conference 2008 newsletter. Discussed social design, the topic of my talk at ION 2008. Published Apr 15, 2008.
- Fulton, B. (2008). Fixing Online Gaming Idiocy: A Psychological Approach. Featured article published on the front page of Gamasutra.com on Apr 2, 2008.
- Fulton, B., & Romero, R. (2004). User-testing in a Hostile Environment: Overcoming Resistance and Apathy in your Game Company. Game Developer's Conference 2004 Proceedings, San Jose CA, March 2004.
- Fulton, B., & Medlock, M. (2003). Beyond Focus Groups: Getting More Useful Feedback from Consumers. Game Developer's Conference 2003 Proceedings, San Jose CA, March 2003.
- Pagulayan, R. J., Steury, K. R., Fulton, B., & Romero, R. L (2003). Designing for fun: User-testing case studies. In M. Blythe, K. Overbeeke, A. Monk, and P. Wright, (Eds.), Funology: From Usability to Enjoyment (pp. 137-150). Kluwer Academic Publishers.
- Fulton, B. (2002). Beyond Psychological Theory: Getting Data that Improves Games Game Developer's Conference 2002 Proceedings, San Jose CA, March 2002. Published on the front page of Gamasutra.com on May 21, 2002.
- Fulton, B. (2002). Conversations from GDC Europe: Bill Fulton, Zeno Colaco, Harvey Smith. Interview by John McLean-Foreman at Game Developer's Conference-Europe 2002, (London, UK). Published on the front page of Gamasutra.com on Sept 11, 2002.
- Medlock, M. C., Wixon, D., Terrano, M., Romero, R., Fulton, B. (2002). Using the RITE Method to improve products: a definition and a case study. Usability Professionals Association 2002 Conference Proceedings, Orlando FL, July 2002.
How does Ronin work with clients?







