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How to hire designers

insideintercom.io

11–20 of 20 posts

Re: How to hire designers

#11
"This is about design education, and above all else, the idea that design is fundamentally about how something works, not how it looks." This cannot be said enough. Much like when you have to relearn how to see the world while learning to draw, you have to relearn how to think about problems while learning to design.

Do not confuse graphic arts or even graphic design with product design.

Re: How to hire designers

#12

Great post and a great follow up. I think dribbble's co-founders intended the site to be a show and tell of actual work (pure speculation) but has become more of a showcase of flashy unrealistic photoshop designs. I think the divide in the design industry is going to be short lived as companies start to realize that they don't really need a a graphic designer, a product designer, a UI designer and a UX strategist. Th…

I dunno. That is pretty general. The needs of each company varies widely, and, like the author said, the master of all 4 of those categories is a rare find. Defining your company's needs will help you figure out what kind of designers to look for.

My preference for a product team structure is this: Interaction designer (product manager), art director, front-end developer, back-end developer(s)

I read your post. UX designers that "scoff at the visual design because that’s not part of their job" drive me crazy, too. In my opinion, outside of a one person design department, an interaction designer need not be able to create Dribbble worthy visual design, but they should absolutely have a strong understanding of layout, hierarchy, grids, color theory, etc.

Re: How to hire designers

#13
post #8
post #6

I've learned over the years as a creative director that there are just some clients who get it and some that don't. The clients who do get it will invite the design team to their production meetings; they'll include us on key decisions (for example, "should we have feature x?"), and they'll expect us to contribute to the overall product, NOT just in design, but also in functionality. The clients that don't get it? Yo…

Great designers are found on Dribbble. It seems you're making a leap from "Dribbble has bad designers" to "All designers on Dribbble are bad". Just because some designers on Dribbble choose to focus on visuals doesn't mean that they haven't mastered the other components of design as well. Dribbble and similar sites like Behance are great to evaluate visual design. For other components, you have other media (writing,…

Sorry they designed a medium for a specific purpose but it wasn't the poster above you's ideal specific purpose so therefore it is worse than useless.

Re: How to hire designers

#14
post #8

Earlier quoted context omitted.

Great designers are found on Dribbble. It seems you're making a leap from "Dribbble has bad designers" to "All designers on Dribbble are bad". Just because some designers on Dribbble choose to focus on visuals doesn't mean that they haven't mastered the other components of design as well. Dribbble and similar sites like Behance are great to evaluate visual design. For other components, you have other media (writing,…

Sorry they designed a medium for a specific purpose but it wasn't the poster above you's ideal specific purpose so therefore it is worse than useless.

Seriously. If I actually wanted to look at designers masturbating, I'd go kick up tarps in Dumbo.

Re: How to hire designers

#15
design was not about how something looks, but how it works.

One of the worst things for me as a developer is having deal with "designers" who don't know this. They think they produce a flashy looking mockup and then they're done. I've dealt with design or marketing companies who literally produce a few PSDs and say, "This should do something cool when you click on it." Which then makes me the designer. Which, I mean, I'm flattered, but that's probably not the situation the client intended to be in.

Re: How to hire designers

#16
This article diversified what I thought a good designer was. I always thought that a designer should be able to find the right font, design, colour and icons for a project.

Looking further into it there are a lot more to consider and more important points such as UX and interaction. I agree that UX and interaction is important but didn't realise it is that highly rated.

Re: How to hire designers

#17
post #15

design was not about how something looks, but how it works. One of the worst things for me as a developer is having deal with "designers" who don't know this. They think they produce a flashy looking mockup and then they're done. I've dealt with design or marketing companies who literally produce a few PSDs and say, "This should do something cool when you click on it." Which then makes me the designer. Which, I mean,…

Not only is it not about how something looks, but design under this premise sets you back.

You are forced to make a conscious effort not to focus on looks to finally focus on how it works. You are better off without looks.

I've heard of a usability study that found people are afraid to interact with pretty websites. They prefer ones that look simpler. I wish I could find a reference and read it myself.

Re: How to hire designers

#18
Oh my god. I cannot upvote this article enough. So many times in my office, my job as a Designer (with a capital D) is dismissively referred to as "making things pretty".

"Hey man, can you add a little design flair to this?"

Fuck that shit. Our job is more than "make things pretty". Designers should have input on every step in the product cycle, not slap a coat of paint on a project that wasn't designed properly from the beginning.

I've been asked numerous times to fix this or that interface, and implement said design changes (since I'm also a developer). This requires me to set up a dev environment for said project, get fully caught up on the project, constraints, etc, then navigate my way through the code and actually make said changes (without breaking anything on the backend, because as a developer it'll be my job to fix that too).

Going back and making a "band-aid" style fix can take almost an entire day, when it could have been a 5-minute discussion during the planning phase.

Oh, and to top it all off: our graphic artist sits in on those meetings.

Apparently this is the norm.

Re: How to hire designers

#19
post #12

Great post and a great follow up. I think dribbble's co-founders intended the site to be a show and tell of actual work (pure speculation) but has become more of a showcase of flashy unrealistic photoshop designs. I think the divide in the design industry is going to be short lived as companies start to realize that they don't really need a a graphic designer, a product designer, a UI designer and a UX strategist. Th…

I dunno. That is pretty general. The needs of each company varies widely, and, like the author said, the master of all 4 of those categories is a rare find. Defining your company's needs will help you figure out what kind of designers to look for. My preference for a product team structure is this: Interaction designer (product manager), art director, front-end developer, back-end developer(s) I read your post. UX de…

"UX designers that "scoff at the visual design because that’s not part of their job"

These people are far outnumbered by the graphics designers who simply upgraded their resume to add UX and yet cannot name any of the main roles of that position.

Re: How to hire designers

#20
post #15

design was not about how something looks, but how it works. One of the worst things for me as a developer is having deal with "designers" who don't know this. They think they produce a flashy looking mockup and then they're done. I've dealt with design or marketing companies who literally produce a few PSDs and say, "This should do something cool when you click on it." Which then makes me the designer. Which, I mean,…

yes, this. Interaction design can't be separated by visual design.

The worst of the misconceptions here is that the designer is unable to see further than this point, it's basically a key to failure.

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