How to hire a good IxD (RE: Eye tracking, how valuable is it?)

7 Jul 2006 - 12:42pm
8 years ago
1 reply
369 reads
Robert Reimann
2003

I second that!

My additional two cents:

As far as using portfolios to ascertain designer skill, I agree that
candidates should formally present their work. The difficulty is that
it is sometimes hard to tell what part of the work is actually theirs,
and also what the designer might have been capable of, were there
less constraints on time, budget, technology, etc. While it's
important to see how a designer navigates such constraints (since
they are a fact of life as an IxD), it's nice to see what they, by
themselves, without usability feedback, etc. are truly capable of.

That's why I also favor the kind of design tests that Cooper has used
for years (that shouldn't come as a big surprise). It allows you to
see a designer's creative process at work, and also allows you to
compare one candidate's approach with another's. I find it to be
an extremely helpful way of getting a feel for how a design candidate
works and thinks.

Robert.

---
Robert Reimann
President, IxDA

Manager, User Experience
Bose Corporation
Framingham, MA

On 7/7/06, Todd Warfel <lists at toddwarfel.com> wrote:
>
> [Please voluntarily trim replies to include only relevant quoted
> material.]
>
> This was awesome.
>
> On Jul 7, 2006, at 11:59 AM, David (Heller) Malouf wrote:
>
> > 100 resumes
> > 80%-90% don't make cut - stereotypes on purpose (asbestos is on,
> so
> > flame away)
> > visual designer - too aesthetic
> > usability expert - don't know how to speak in terms of
> > design, or create
> > HCI person - too cognitive, and don't understand
> aesthetics
> > Information architect - don't understand how to interact
> > over time
> > multimedia designer - great for games and animation, but
> not
> > for software
> > web designer - developer in designer's clothing
> >
> > 20-10% get to interview
> > 19-9% not good
> > IA in designer's clothing
> > Never learned how to present designs
> > They can talk a good talk, but can't
> really
> > walk the walk
> > 1% get the job
> > get it! 1 out of 100 resumes really are a GOOD IxD. Harsh
> > but true.
> >
> > So, it is indeed REALLY hard to find a good IxD, so maybe it is so
> > hard that
> > you might as well just get that eye-tracking done. ;)
>
>
> Cheers!
>
> Todd R. Warfel
> Partner, Design & Usability Specialist
> Messagefirst | designing and usability consulting
> --------------------------------------
> Contact Info
> Voice: (607) 339-9640
> Email: todd at messagefirst.com
> AIM: twarfel at mac.com
> Blog: http://toddwarfel.com
> --------------------------------------
> In theory, theory and practice are the same.
> In practice, they are not.

Comments

7 Jul 2006 - 5:39pm
Oleh Kovalchuke
2006

Which in turn is another example of power law distribution in dynamic
networks: http://en.wikipedia.org/wiki/Power_law_distribution
Two step process, hence 1% outcome.

--
Oleh Kovalchuke
Interaction Design is Design of Time
http://www.tangospring.com/IxDtopicWhatIsInteractionDesign.htm

On 7/7/06, Jared M. Spool <jspool at uie.com> wrote:
>
> [Please voluntarily trim replies to include only relevant quoted
> material.]
>
> At 11:59 AM 7/7/2006, David (Heller) Malouf wrote:
> > 1% get the job
> > get it! 1 out of 100 resumes really are a GOOD IxD.
> Harsh
> >but true.
>
> Isn't that just Sturgeon's Revelation? (90% of everything is crap. <
> http://en.wikipedia.org/wiki/Sturgeon's_law >)
>
> In this case, it's 99%.
>
> Jared
>
>
>
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