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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. == Work With 4ourth Mobile ==
Do you have the skills, interest and attitude to help 4ourth Mobile provide services to our clients? Read through, see if you agree (and have the skills) and maybe we can work together. Need more info, or want to apply for one, just [[http://shoobe01.wufoo.com/forms/contact-4ourth-mobile/|contact us]].

== Open Needs ==

=== UX Leader - Full Time / On Site - Indianapolis ===
Full time, on-site in a shiny new Fortune 100 client office in the Monument Circle area. We are expanding the scope of involvement in a long term project, and adding to our on-site team, need a leader to coordinate the activities of the design team and the front end Web development teams, meet daily with client product teams, meet regularly with client software/API developers, communicate the design intent and philosophy, enforce the use of reusable components and design standards, and even do actual design here and there!

There may also be bits of usability research, and you will work regularly with remote 4ourth Mobile resources, and represent our intent and integrate our design work.

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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,...
If you know (or know of) me at all, you know that I have strongly held beliefs around design, what devices we design for, how important the user is in the process, and what makes a good design document. [[http://4ourth.com/wiki/Introduction%20to%20Location%20Technologies|This article]] covers key principles of design, and [[http://4ourth.com/wiki/Mentions%2C%20Reviews%20%26%20Other%20Writing|others Steven wrote]] may be worth perusing as well to see if you agree with the way we pursue design work.
The following principles of design work should help you understand if you'd like to work with us:

 * Be empathetic to your customers, your clients, your co-workers. No Nazis. Not kidding.
 * 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 (ideally!) not have to verbally explain anything in a specification document.
 * Design for all scales - We do good and high fidelity design, but never "pixel perfect." 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.
 * Design systems to be resilient - Components, connections, and data will fail you. Plan on it, without having to write error messages.
 * Create a hierarchy of tasks and stick to it - Extend IA into the view level, and make it consistent across the product.
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== 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.
[[http://thenextweb.com/uxdesign/2016/02/03/8-habits-of-veteran-ux-designers/?utm_content=bufferd1941&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer#gref|This article]] outlines are some really good practices as well. Call it a roadmap for your career if you wish, but I also find it's a mindset thing and you don't need to have been doing this for twenty years to have these attributes.
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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
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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. 4ourth Mobile gets contracts with clients to perform work, based on a rate and hours. For most of the above needs, you are not an employee, but an independent subcontractor of ours, performing work for hire.
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Rate, and most everything, is negotiable. === Wait, so you don't actually hire people? ===
Traditionally, agencies hire you on full time and give you business cards and a desk, then fire you when the work disappears. Been there. I don't think it fosters a good environment, and I don't want to promise you full time employment if I can't give it. So these are contract/free-lance type jobs, even the full time ones. When I am confident the work is regular and persistent enough I can offer full time actual employment, and you want that, then I will.

Also notice that some of the work is for proposed projects, and I (probably) get the contract once I find a person. I have to go that direction, annoyingly. That means if you like one, and agree to work it, some time passes between that and actually working, or you do related work but maybe not exactly what what we both want for a bit. We'll discuss that before you have to commit to anything./

So, that may make me look like a shady jerk, but I am very deliberately doing that ''now'' so I don't have to either string you along, or fire you without notice (or both) ''later on''. Questions? [[http://shoobe01.wufoo.com/forms/contact-4ourth-mobile/|Ask away]]!

=== How much do you pay? ===
Rate, and most everything, is negotiable. Tell me what you think you are worth an hour and we'll talk about it.

I am happy to work with you as an individual, or as a company. There can be tax benefits to setting up a little company for yourself, so more often than not individuals do that. It's fine with me.

=== We Cover... ===
Yeah, no benefits because you work for yourself. Think about that when you ask for your rate.

We do pay for directly work related expenses, such as software you may not have.

Basic work stuff, we usually do not. You have to have internet and a computer for example. Commuting is on you, but travel like to another city for a research project is an expense you submit.

If any of that is confusing, just ask.

Work With 4ourth Mobile

Do you have the skills, interest and attitude to help 4ourth Mobile provide services to our clients? Read through, see if you agree (and have the skills) and maybe we can work together. Need more info, or want to apply for one, just contact us.

Open Needs

UX Leader - Full Time / On Site - Indianapolis

Full time, on-site in a shiny new Fortune 100 client office in the Monument Circle area. We are expanding the scope of involvement in a long term project, and adding to our on-site team, need a leader to coordinate the activities of the design team and the front end Web development teams, meet daily with client product teams, meet regularly with client software/API developers, communicate the design intent and philosophy, enforce the use of reusable components and design standards, and even do actual design here and there!

There may also be bits of usability research, and you will work regularly with remote 4ourth Mobile resources, and represent our intent and integrate our design work.

Philosophy

If you know (or know of) me at all, you know that I have strongly held beliefs around design, what devices we design for, how important the user is in the process, and what makes a good design document. This article covers key principles of design, and others Steven wrote may be worth perusing as well to see if you agree with the way we pursue design work. The following principles of design work should help you understand if you'd like to work with us:

  • Be empathetic to your customers, your clients, your co-workers. No Nazis. Not kidding.
  • 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 (ideally!) not have to verbally explain anything in a specification document.
  • Design for all scales - We do good and high fidelity design, but never "pixel perfect." 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.
  • Design systems to be resilient - Components, connections, and data will fail you. Plan on it, without having to write error messages.
  • Create a hierarchy of tasks and stick to it - Extend IA into the view level, and make it consistent across the product.

This article outlines are some really good practices as well. Call it a roadmap for your career if you wish, but I also find it's a mindset thing and you don't need to have been doing this for twenty years to have these attributes.

Terms

4ourth Mobile gets contracts with clients to perform work, based on a rate and hours. For most of the above needs, you are not an employee, but an independent subcontractor of ours, performing work for hire.

Wait, so you don't actually hire people?

Traditionally, agencies hire you on full time and give you business cards and a desk, then fire you when the work disappears. Been there. I don't think it fosters a good environment, and I don't want to promise you full time employment if I can't give it. So these are contract/free-lance type jobs, even the full time ones. When I am confident the work is regular and persistent enough I can offer full time actual employment, and you want that, then I will.

Also notice that some of the work is for proposed projects, and I (probably) get the contract once I find a person. I have to go that direction, annoyingly. That means if you like one, and agree to work it, some time passes between that and actually working, or you do related work but maybe not exactly what what we both want for a bit. We'll discuss that before you have to commit to anything./

So, that may make me look like a shady jerk, but I am very deliberately doing that now so I don't have to either string you along, or fire you without notice (or both) later on. Questions? Ask away!

How much do you pay?

Rate, and most everything, is negotiable. Tell me what you think you are worth an hour and we'll talk about it.

I am happy to work with you as an individual, or as a company. There can be tax benefits to setting up a little company for yourself, so more often than not individuals do that. It's fine with me.

We Cover...

Yeah, no benefits because you work for yourself. Think about that when you ask for your rate.

We do pay for directly work related expenses, such as software you may not have.

Basic work stuff, we usually do not. You have to have internet and a computer for example. Commuting is on you, but travel like to another city for a research project is an expense you submit.

If any of that is confusing, just ask.

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