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 * open, share, tell in advance...
 * Write down your tasks. Do everything you were told to do...
 * design stuff like specifying... Every design document should be a free-standing thing you can leave behind,...
 * Be open and sharing, early and often - Reveal ideas and concepts early. Make plans, and tell everyone about it. If you are going to miss a deadline, tell everyone immediately.
 * Write down your tasks - Make sure you actually do everything you promised to do.
 * Design is documenting - We draw, and we specify. We create design documents that are efficient, useful, clear, and will make sense years from now. You should not have to explain anything in a specification document.
 * Design for all scales - Don't pick your favorite platform and do that first, or only.
 * Prototyping is fine also - But it's not final.
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 * Principles list also??  * Don't be swayed by personal opinion or biases.
 * Divorce data from opinion - You can have opinions, but most of the time when you argue a point with the product team, it is based on observation, research, or principles.
 * Don't assume everyone's data is yours - Get data about how our users of this product work.
 * Play to your strengths - Build for devices and ways of working people actually use.
 * Let computers do computery things, so people can do human things - Don't make people enter data we have or type in specific formats.
 * We don't build error messages - And exception messages should be rare also.
 * Design systems to be resilient - Components, connections, and data will fail you. Plan on it.
 * Create a hierarchy of tasks and stick to it - Extend IA into the view level, and make it consistent across the product.

Do you have the skills, interest and attitude to help 4ourth Mobile provide services to our clients? Read through and maybe we can work together.

Philosophy

  • Be open and sharing, early and often - Reveal ideas and concepts early. Make plans, and tell everyone about it. If you are going to miss a deadline, tell everyone immediately.
  • Write down your tasks - Make sure you actually do everything you promised to do.
  • Design is documenting - We draw, and we specify. We create design documents that are efficient, useful, clear, and will make sense years from now. You should not have to explain anything in a specification document.
  • Design for all scales - Don't pick your favorite platform and do that first, or only.
  • Prototyping is fine also - But it's not final.
  • The right platform is whatever the business and user needs. Web? App? Both probably. iOS, Android? Probably both, but whichever one the end users work with most.
  • Don't be swayed by personal opinion or biases.
  • Divorce data from opinion - You can have opinions, but most of the time when you argue a point with the product team, it is based on observation, research, or principles.
  • Don't assume everyone's data is yours - Get data about how our users of this product work.
  • Play to your strengths - Build for devices and ways of working people actually use.
  • Let computers do computery things, so people can do human things - Don't make people enter data we have or type in specific formats.
  • We don't build error messages - And exception messages should be rare also.
  • Design systems to be resilient - Components, connections, and data will fail you. Plan on it.
  • Create a hierarchy of tasks and stick to it - Extend IA into the view level, and make it consistent across the product.

Open Needs

UX Designers

Multiple positions open and to be contracted starting in next few months. At this time, all positions are UX generalist, including IA, IxD, UI, VizD and some research. There are few BAs, hit and miss marketing assistance, and no writers so UX has to work directly with developers to do this all. You will work with other UX team members, and assisted in understanding the industry, business, systems, and alredy-established UX design standards.

There are projects currently running and which will start soon, on the web, for mobile apps, and more.

  • Central Indiana, full time or nearly so. 75-100% on a single project which has interfaces on Web and mobile apps, for customers and internally. You will sit in the project area, but will work with a UX team located in a nearby building, and will assist with unrelated projects at the same client.
  • Central Indiana, part time and internships - several available, assisting other full time designers with project overflow, specific tasks, research, analysis, and more.
  • Remote... ???

Embedded and Industrial Systems UX Designer

Similar to the general UX designer, but also different. You will be the on-site representative for Corporate UX and 4ourth Mobile at this business unit office, and will regularly meet with project teams, work in engineering labs, and synch with remote UX designers to design solutions for websites, mobile apps, and machinery control panels for industrial and residential generators are related power systems.

There will also be an effort in 2016 to create standards for machine and electrical switchgear controls, both pushbutton and touchscreen control panels, as well as controls on app- and web-based remotes.

  • Minneapolis, full time on site

Desktop App Designer

fff... Build standards... industrial tools, and conventional enterprise stuff.. Position is expected but not yet contracted with client; you can help write the SOW and set expectations for this position.

  • Remote, part time most likely. Would be useful to be near Kansas City and/or central Indiana.

Front End Developers

TBD

  • Remote, part time
  • Central Indiana, at least part time on site

Terms

4ourth Mobile gets contracts with clients to perform work, based on a rate and hours. For most of these jobs, you are an independent subcontractor of ours, performing work for hire.

Rate, and most everything, is negotiable.

Jobs (last edited 2018-12-14 13:51:46 by shoobe01)