Title: "The Hiring Problem"
1"The Hiring Problem" Academic HCI vs. the Real
World of Practice
- Lynn Cherny
- (a talk given at UW in 2004, while I was at Adobe)
2Contents
- My background
- Industry Today
- Usability and Design
- We need HCI Executives!
- The Professionals Contractors vs. In-House folks
- Interviewing for HCI folks
- Example job ad and interview contents
- But is it the real job or the advertised job?
- HCI in Education and Industry Preparation
- Please, Teach the Design/HCI Students A Big
List!! - And Teach
- Your Research Students
- Possible Lessons for Faculty
3My background
- HCI Research at ATT Labs
- Excite, Senior UI designer
- TiVo, UI designer then manager
- Axance (consulting), Dir of Methodology
- Adobe, Senior UI Designer for cross-product
issues - The Mathworks (current), Principal Usability
Specialist
4Industry Today Usability vs. Design
- Usability Engineering Evaluation, field work,
lab work - ? often highly-educated voices stuck in the lab
ghetto. - Interface Designers A variety of backgrounds,
doing a lot of different jobs not all from HCI.
- Strongs NSF report (1995) researchers, research
professionals, converts from soft disciplines,
ergonomists, converts from computer disciplines,
graphic designers
5Industry Today We Need Designers and HCI
Executives
- The rise in the dependence of HCI on usability
labs is basically a regression. Design is where
the action is. - -- Stu Card, CHI 2002
- We do not create anything of substance we are
critics. The Design profession flourishes because
they do things, they create. We must become
designers. Don Norman, CHI 2002 - If you want to be the low status, low on the
totem pole person in your company, then yeah,
rejoice in the fact that you are hiring user
testers. User testing is not where the action is.
The action is with those people who decide what
product to build in the first place. That isn't
the user tester community, but it should be the
CHI community. Don Norman, interactions (2000) - ? Design skills will help break the glass
ceiling on promotion for HCI professionals. We
want more designers (and executives) coming from
solid HCI backgrounds.
6Industry Today Who are the Professionals?
- Mantei and Hewett provided a high-level analysis
into the professional categories at work in HCI - researcher,
- profesionally oriented researcher,
- research oriented professional,
- professional
- What I see
- Consultants The senior folks you see and hear
from most (from CHI, UPA, etc.) - In-House permanent staff (the professional
category) - Go to fewer conferences
- Are much younger and very often somewhat
alienated from the profession nothing new,
heard it all before, nothing will benefit me
there - Dont belong to ACM/Sigchi, dont read the
articles (or write) - Dont know the theory, quite often
- Do far less original design work than youd
expect! - ? Lets assume these folks are your students
7Interviewing Example Job Ad
- Responsibilities Works with multidisciplinary
software development teams to help understand
user needs, specify usability requirements, and
verify requirements and needs are met. Conducts
user research, including contextual inquiry.
Facilitates user-based requirements discovery and
user-centered design. Plans and conducts lab and
field usability tests. Analyzes, reports, and
presents results and recommendations to
development team and product management. - Qualifications Experience 4-Year degree or
Graduate degree in Computer Science, Software
Engineering, Cognitive Psychology, Human Factors,
or related field. Practical knowledge and
experience in usability engineering principles
and methods and familiarity with various
prototyping tools and techniques. Strong
communication, interpersonal, and organizational
skills. Familiarity with chemistry and the
pharmaceutical industry helpful.
8Interviewing Hiring a UI Designer
- Traditional questions describe a difficult team
interaction around a design and what you did to
resolve it - Portfolio work review (how much is theirs?)
- Design critique
- Design problem whiteboard
- General vocabulary assessment UCD,
prototype, flowchart, usability,
iterative - ? It is famously difficult to hire good
designers. The question is, do we really need
to worry about this?
9Interviewing But is it for the Advertised Job or
the Real Job?
- Evangelism often comes up in ads/interviews a
warning sign of dysfunction - Note that many designers portfolios dont show
their work but are they really trying to
mislead you? - Not everyone knows what the real job consists of
(at hiring and performance eval time) - We interview in a self-deluded state how we
want it to be (or to evolve) vs. how it really
is hence we hire on the wrong criteria
sometimes. - Exactly how important is design talent for
success? Possibly less so than a complete skill
set for getting design DONE. - ? Case Study Example Hiring Sally, a good
designer
10HCI and Education for Practice
- SigCHI was 68 people in 1982, over 6000 in 2002
well-known conference rejection rate ? and many
satellite conferences - Much interest internally in status of the
profession and HCI education - Strongs NSF Report (1995),
- Hewett, T. T. et al Curricula in HCI (1992),
- Perlman Gasens The ACM SIGCHI HCI Education
Survey (1993), etc. - multiple panels at CHI
11HCI and Education Industry Preparation? A known
problem.
- Its difficult to address needs of industry in
HCI curricula because - HCI itself is expanding, parts are ill-defined,
and we dont have a good understanding of what
some topics have to offer industry, - Industry is a collective term for a wide range
of different activities done by people whose
needs vary considerably - When you talk to people in industry they usually
dont know their own needs and they certainly
dont know what their colleagues needs are, many
dont even know what most of their colleagues do. - --Jenny Preece, CHI 94 on Is HCI Education
Getting a Passing Grade from Industry?
12HCI and Education Supposed Activities of
Practice (Strongs NSF Report, 1995)
13HCI and Education Reality of Practice
- From Strongs NSF Report in interactions (1995)
- Many HCI practitioners experience identity
conflicts within the first few years of entering
an applied position. In general, they must
reorient their views of how they work, what
questions they ask, and what about their work is
valued. - Can we improve their experience by better
preparation? - (Internships arent sufficient.)
14Teach them The Language of Business Marketing
instead of HCI UCD
- Don Why do you think marketing has so much of
a role determining the products? It's not because
they're brighter, and it's not because they have
any more truths. It's because they know how to
play the game better. What I suggest is that it's
time we learn how to play the game. - Janice The advantage that marketing has is that
it's a well-known concept. Executives have
typically gone to business school where marketing
is well-known. One of the problems that we have
is that we don't have usability engineering and
HCI in most curricula for business and
engineering. - Don One reason we don't is that we don't talk
the language of business.
Don Norman and Janice Rohn, Interactions, Volume
7, Number 3 (2000), Pages 36-60
15Teach Them Product Design instead of Interface
Design, If You Can!
- Think about the big picture building and selling
a product, not doing just the UI design - From market research, write a business plan
- Identify the crucial factors to distinguish your
product in the marketplace - ? Consider that usability alone doesnt motivate
intent to purchase. Study some business cases and
learn what makes something sell this will give
perspective and credibility and reduce their
anxiety tremendously!
16Teach Them Usability Methods
- Produce designers who know usability evaluation
methods - Weve won the battle of the usability evaluation
at most companies this is a needed job skill
now. - But teach them to make strong recommendations
from user problems, that are credible, grounded,
realistic. - All field methods, surveys, focus groups,
usability test design, basic statistics,
interviewing, content analysis - Researchers who want to make an impact on
product definition should learn how to disguise
themselves as designers till they can achieve the
impact they want.
17Teach them How to Determine Appropriate Study
Methods
- Propose the appropriate diagnosis method to get
at useful data for a design problem - What usability technique will get useful data?
- What type of data will be wanted/understood?
- What arguments are needed for it?
- Guard against the naive proposals Lets just
ask users on the beta list. - ? Consulting is therapy for dysfunctional
companies.
18Teach Them To Characterize their Customers
- Marketing thinks in segments its our job to
define and identify who will really be using the
products. - Be able to get the data, or make a reasonable
guess and review with team. The design should be
tied to the user/customer profiles, this will
save much pain! - Dont go through the motions if its not in a
form thats obviously useful, youve done
something wrong.
19Teach them To Identify and Characterize Problems
- To identify and summarize the key problems to
solve in any domain! - By what criteria
- According to what evidence
- Identify the causes of the problem that require
action break it down usefully. - ? Stated concisely
- Inconsistent color is a user complaint but
the operational problem is not in the same terms. - ? Skill that requires strong analysis and
abstraction skills, backed up with excellent
communication ability. - ? Teach them how to THINK through an issue!
20Teach them To Review and Critique Designs
- To critique designs and find improvements, both
minor and major. - ? Most practical UI design is incremental
improvement and new work is always relative to
existing products in some way. Dont skip this
step, it seeds new ideas. - ? Design test at interviews often checks on this
21Teach Them Different Kinds of Design
- Expose them to many kinds of design visual,
industrial, IA (web), interaction,
object-oriented software design, patterns,
functional specification, chart/table, document
layout, experimental design - They all have different types of deliverables
consider a project with several of them, and make
them distinguish their contributions and
boundaries/limits - Not everyone is equally good at each, but
learning limits now is better. - ? Try brainstorming and use methods to unlock
creativity
22Teach them Design for Multiple Devices
- Consider design for
- Mobile devices
- Desktop apps
- Social/community
- Web
- TV
- Physical objects
- Games (several types)
23Teach Them To do Fast Low-Fi Design
- To produce fast preliminary designs multiple
concepts per problem - With callouts/text explaining concisely the
differences - Produce multiple formats of low fidelity
workflow diagrams, task breakdowns, wireframes,
sketches - ? Accept that others will help with this and
thats useful, not a threat.
24Teach Them To Prepare Multiple Deliverables
- To prepare and explain value of all typical
design stage deliverables - Workflows, flowcharts, wireframes, storyboards,
high fidelity mockups - Write specifications in increasing detail,
focusing on the important details at each stage
25Teach them To Recognize the Value of Multiple
Levels of Abstraction
- Describe the users mental model and how it
relates to the UI in taskflow/vocabulary - Flowcharts of the UI experience vs. the
storyboard taskflow vs. the data flow
26Teach them To Present Their Design Work
- Make them present their designs to diverse
groups business, engineering - With appropriate justification of thought process
- With strategic defenses prepared
- Orally, but with supporting materials
- Make them respond to naive questions and
criticisms of any type - ? Consider asking them to present someone elses
work it will strengthen the arguments, and
require the author to distill their points and
this wont provoke so defensive a response to
critique from the naïve.
27Teach them To Find and Interpret Previous
Research
- Research literature can be useful, but requires
interpretation, summarization, digestion. If
they cant do this, the gulf between practice and
the academy will grow. - Consider book reports oral recaps to audiences
who are naïve make it interesting and relevant
to them! - Sometimes previous work is not reviewed
research dont forget about online white
papers, etc. - Identify ways to work research strategically and
tactically into design work - Make them use the ACM digital library!!
28Teach them To Relate In-House Research to Design
- To summarize the important conclusions from
research/evaluations and how they relate to their
design decisions - Throughout the design process, at all stages!
- This will be a cover-your-ass strategy (for HCI
as a profession) but will also pay off in a
better design, if were really doing the right
things. - Gap between field research and design is still
huge! Be an advocate for usability methods!
29Teach them Justify without Defensiveness
- They must justify their work gracefully.
- Everyone thinks shes a designer every decision
will be questioned no matter how minor. - ? Note that bad designers cant necessarily
recognize good designs. (The question is not
will this happen, its how insane will it make
them.)
30Teach them Software Development Lifecycle Models
- To pay attention to engineering lifecycle
concerns, and learn how to argue for and adapt
UCD to work with them (Rapid Development, Agile
and XP, RUP, boxcar) - Strong (1995) HCI practice can help to inform
and improve life cycle activities. Within such a
life cycle, HCI emphasizes iteration and concrete
communication. HCI research has demonstrated that
straightforward activity categories-such as
analysis, design, and evaluation are not
separable in practice. HCI practitioners can
help show the weaknesses of the waterfall model,
but not without risk. The risk is that the
somewhat marginalized field of HCI practice may
lose some of its credibility and influence if it
is perceived within organizations as opposing
their received wisdom.
31Teach Them How to Interview
- Have them interview each other for jobs, and ask
each other portfolio questions challenge each
other with design tests - Review resumes with them
- Their peers will be hiring them eventually!
32Teach them To Drive Projects
- They should assume that nothing will happen
between high level marketing requirements and
engineering implementation theyre the
connector - Organize meetings, identify stakeholders,
investigate technical issues, do research if
needed, design and get it reviewed. - ? But drive decisions!
Design
MRD/Biz plan
Implementation
33Teach them Most Design Happens in Committees
- The challenge is how to have an influence over
the committee how to prepare the right
materials and arguments. - ? Come in having thought about it harder than
anyone else and expecting to present ideas in
some concise form.
34Teach Them Public Speaking
- Require presentations confidence, poise,
clarity, extemporaneous speech - ? Start with article/book reports, move on to
design presentations
35Teach them To Study Their Own Organization
- They must be ethnographers of the workplace, to
understand the best methods of success and tailor
their message for their audience. - How do people get promoted? What gets rewarded?
Whats teamwork? Whos in charge? - How can you document the impact of your own
contribution?
36Teach them To be Solid Experts but not Shrill
Evangelists
- Teach them to justify in plain language, but not
to be pushy. Evangelism is dangerous and
marginalizes over the long term. - Siegel and Dray (interactions, Aug 2003)
Actively demonstrate your identification with
concerns that exceed your discipline and with the
companys larger goals. Whenever possible, speak
a common language rather than the language of
your discipline. All your recommendations should
be clearly supported not by reference to the
principles or belief system of your discipline,
but by clear evidence of what is best for the
company in a practical way. Consider reframing
what UCD is about, in ways that show its links to
larger, shared concernsdue diligence, product
planning, quality, reduced risk, efficiency, and
innovationand to marketing and business goals
like customer satisfaction and retention, and,
ultimately, profitability.
37Teach them Organizational Planning
- Make them plan for team projects
- How will the team resolve debates?
- How will the team prioritize features vs.
schedule and resources? - Track action items and evolution of work?
- How do you plan to estimate work across team and
disciplines? Scope work?
38Teach them To Know and Evaluate Books on Design
- Engineers regularly ask for references on how to
do design. (See Jeff Johnsons panel at CHI 2002
on books on design) - Consider Coopers books, Johnsons, Mayhew,
Mullet and Sano, Norman, Tufte, etc. - Books on requirements analysis that include
usability research are useful recommendations too
39Teach them The Difference Between Peers and
Resources
There are two kinds of people in
organizationsthere are peers and there are
resources. Resources are like usability
consultantswe go out and we hire them. We'll
hire a consultant or we'll have a little section
that does usability and think of it as a service
organization. We call upon them when we need them
to do their thing, and then we go off and do the
important stuff. That's very different than
peers, where a peer is somebody I talk to and
discuss my problems with, and who helps to decide
upon the course of action. As you get higher and
higher in the organization, this becomes more of
an issue. The executive staff talks to the
executive staff, and they have beneath them all
this organization, which are their resources that
they deploy. But the big decisions are being made
among peers. And it's really important to advance
in the world to be thought of as peers. Our
usability labs are resources that we call in when
we think we have some trouble with usability. We
go and spend a few hours and we worry about the
budget. But we don't take it seriously, we only
take peers seriously. And you only get to be
peers if you speak the right language and if
you're making a contribution at the level the
company cares about...which is profitability.
--Don Norman,
interactions (2000)
40And Teach Your Research Students
- Ben Shneiderman, CHI 2002 We must recognize
that nothing is so practical as a good theory and
that theory thrives when challenged by practice.
Our goals should include development of
predictive, explanatory, and generative theories
that systematically support the next generation
of innovations. - ? Express the implications of your research
clearly for your colleagues in practice or it
will have limited impact.
41Possible Lessons for Faculty
- Stay in touch with practice, not just via
consulting and conferences - Build departmental bridges, to business schools
in particular - Consider offering co-taught Product Innovation
and Product Management courses to
cross-pollinate - Encourage good software engineering education and
practice as well concern for architecture,
teamwork, documentation, test plans - Evaluate and improve your own teaching with
feedback from former students in professional
practice
42Some Takeaways
- We have to produce Supermen, Know-it-alls
obviously difficult. - Not everyone will be a good designer, but this
may be less important than many of the other
skills used on the job - You cant teach everything in a pinch,
sacrifice some of the theory (move to advanced
classes) and instead teach how to do
research/where to find it, and how to read it.
Plus the practical items I described! - Usability engineering (of the evaluation sort) is
clearly a valuable and important skillset, BUT - ? By getting more design into this practice, the
door to true and deep impact will open wide.
43Thanks for listening!
- Lynn Cherny
- arnicas_at_gmail.com
- www.ghostweather.com