
The principal of Behavioristics, Heather Desurvire,
- Top Expert in Usability & Game Usability/Playability
- Clients are Top Game publishers & Fortune 100/500
- Top Academic Researcher for Gamer Experience
- Adjunct Professor of Game Studies at USC, School of Cinema Arts
- On the Advisory Board of UCUBD Corporation
- Published Author
- Chapter in “Usability Inspection Methods” by Jakob Nielsen
- Chapter in upcoming “Game Measurement” book published by Springer”
- Prestigious CHI proceedings (Computer Human Interaction), and (INTERACT), 1991, 2004, 2006, 2007, and most recently in 2008.
- Accessibility Principles (GAP) best practices developed by Heather Desurvire
- Workshops and Co-Designs Tutorial/Entry Game Levels using GAP with Dev Studios
- Developed (HEP / PLAY) good game design best pracitics; assists in walkthrough design and game experience evaluation



we improve and ensure an optimal user experience for your customers.
Behavioristics specializes in usability evaluation and user research for software, websites and playability / usability evaluation for virtual worlds and video games.
Based in Los Angeles, California, Behavioristics works with clients both locally and across the United States. Our corporate clients include AOL, AT&T, Citibank, Intuit, Microsoft, Symantec, Palm, Transamerica, and Yahoo for whom we provide usability consulting, usability evaluation and user testing. Our game clients include Electronic Arts, THQ Publishers, LucasArts, Disney Interactive, Sega, Relic, Kaos, Electronic Arts, BWin, Incinerator, Nickelodeon, Pandemic, Relic, and many more, where we provide usability / playability consulting, evaluation and concept design.
In addition, we specialize in assisting clients in accessibility for games and virutal worlds; entry and tutorial level accessibility concept design and evaluation. Our clients are privvy to our copyrighted accessibility best practices, which are published in professional conferences and publications.
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Genuine innovation is a double edged sword. On the one hand, we developed a completely new interface for playing strategy games on console. On the other hand, no-one in the world knew how to use it. Consequently, we asked Behavioristics to help us teach our “potential fans”, how to play StormRise. Heather educated us in the principles of usability and accessibility, worked with us to redesign the early levels of our game, and then tested the effectiveness of our efforts. Heather’s knowledge and professionalism helped us through the mine field of gameplay innovation. 
George Fidler
General Manager
The Creative Assembly Australia -
Heather set up our playability testing for a huge SEGA property, and the process and results were stellar, opening the eyes of both executives and developers on how to better make games. Her academic background combined with excellent people skills and a real passion for the work are an asset for anyone who would make next-generation games. 
Martin Caplan
Producer
Sega of America -
Heather is undoubtedly the best usability analyst that I have had the opportunity to work with. She has an instinctual ability to patiently work with clients in complex business situations to build consensus around the need for testing, catalyze the development of a testable prototype and a smart test plan, and deliver a concise report with actionable recommendations. In a laboratory setting, her sense of humor and warm demeanor put users and clients alike at ease, enabling the most productive participation possible from both groups. While she is a veteran in the field, she is refreshingly un-wonky for someone with her experience, and continues to innovate with her work around playablity. I’m looking forward to the opportunity to work with her again.
Jeff Teicher
User Experience Consultant
(formerly Producer at CMGI) -
I found the playability testing from Behaviorisitcs a very valuable tool in helping us identify critical gameplay issues for the Tak franchise. The information gathered allowed us to successfully re-design levels and mechanics to match our targeted demographic. Heather's professionalism and methods gave us a wonderful insight into the minds of our target audience. Part of Tak's success is due to the excellent work provided by Behaviorisitcs. 
Stephen Jarrett
Creative Director
THQ Inc. -
Heather ran focus groups/usability testing for a PSP game that I produced at Buena Vista Games. Her methodology helped us get to the nitty gritty of what wasn't working in the game. 
Cliff Kamida
Former Producer, Buena Vista Games, and Walt Disney Internet Group
now Director, NearU Search -
Heather is a true expert in her field and her experience and insights in the world of gaming helped give our research project a much needed head start. 
Ali Vassigh
Project Director
Microsoft -
Our work with Heather and Behavioristics really helped us to identify points of friction being experienced by potential players of our game. Having that knowledge allowed us to truly focus our last few months of development and reach a level of usability, playability and polish that we would never have achieved otherwise. 
Dallas Dickson
Sr. Producer
Sony Online Entertainment -
Behavioristics playability testing and analysis proved tremendously helpful for our development process. The insight gained will be invaluable for both ongoing and future projects. 
Erik Tollstedt
Creative Lead - Online Gaming
bWin -
Heather set up our playability testing for a huge SEGA property, and the process and results were stellar, opening the eyes of both executives and developers on how to better make games. Her academic background combined with excellent people skills and a real passion for the work are an asset for anyone who would make next-generation games 
Marty Caplan
Producer
Sega -
The insights gained by the detailed interviews and analysis coordinated and conducted by Heather at Behavioristics truly helped us hone in on the most important aspects of bringing a new approach to our user interface design. First impressions by are notoriously difficult to capture and Heather’s work was invaluable in contextualizing those impressions. 
Louis Castle
Executive Producer - LOTR: BFMEII (Xbox 360) / Co-inventor of the RTS Genre
Vice President of Creative Development, Electronic Arts Los Angeles -
Our work with Heather and Behavioristics really helped us to identify points of friction being experienced by potential players of our game. Having that knowledge allowed us to truly focus our last few months of development and reach a level of usability, playability and polish that we would never have achieved otherwise. 
Dallas Dickinson
Sr. Producer
Sony Online Entertainment -
The usability and playability feedback we received from Behavioristics was invaluable in contributing to Full Spectrum Warrior's development. Heather's analysis played an integral function in helping us identify and address critical gameplay issues that otherwise would have gone unnoticed. 
Greg Donovan
Project Director for Full Spectrum Warrior
THQ Publishers -
I found the usability/playability testing from Behaviorisitcs a very valuable tool in helping us identify critical gameplay issues for the Tak franchise. The information gathered allowed us to successfully re-design levels and mechanics to match our targeted demographic. 
Stephen Jarrett
Creative Director
THQ Inc. -
Heather's professionalism and methods gave us a wonderful insight into the minds of our target audience. Part of Tak's success is due to the excellent work provided by Behavioristics. 
Stephen Jarrett
Creative Director
THQ Inc. -
Working with Behavioristics on Tak and the Power of Juju was instrumental in refining the game-play, navigation and help system of the game. As developers and publishers, we tend to get myopic in our view of what is working and what is not. 
Rachel DiPaola Tak 1, Tak 2 and Tak 3
Senior Project Manager
THQ Inc. -
It is also very challenging to gauge difficulty levels when you have been creating and playing a game for over a year. I can honestly say that Tak would have been a different game without the influence of the usability testing that Behavioristics facilitated. 
Rachel DiPaola Tak 1, Tak 2 and Tak 3
Senior Project Manager
THQ Inc. -
From the first proposal, through the final presentation to upper management and the department, Behavioristics was professional, detailed, timely and easy to work with. Each step of the process was tailored to the needs of the team, and the results were comprehensive and immediately applicable. 
Rachel DiPaola Tak 1, Tak 2 and Tak 3
Senior Project Manager
THQ Inc. -
In creating Full Spectrum Warrior, we were breaking new ground and introducing gamers to a completely new kind of user interface and camera system. Working with Behavioristics allowed us to focus-test our initial design, recognize problems and improve the overall quality and playability of our game. They were a great ally and wonderful to work with. 
Will Stahl
Creative Director of Full Spectrum Warrior
Pandemic Studios -
I know my team enjoyed working with you and felt that you brought a lot of value to the process. The feedback on the new site has been fantastic. Thanks for your hard work. 
Susan Lotwin
Project Director
Transamerica.com


