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Buzzkill
I’ve been struggling for days to put into words my reaction to the launch of Google Buzz. But the phrase I can’t get out of my head is “HOW could they screw up THIS MUCH?” Well here’s how: Google took Gmail, one of the most widely used web services on... (Continue)
Alternate dimensions
If you’re a typical designer working in the software world, the majority of products you’ll create will have strictly two dimensional interfaces — length & width only, pixels on the screen. As interfaces have evolved over the years many have gained a very simple kind of "depth": lighting effects, drop... (Continue)
An Insurgency of Quality
Dave Hussman, one of the leaders of the post-agile movement, recently hosted a one-day conference on the topic of “Redesigning Agility”, and invited me to give a plenary talk. The focus of the conference and my talk were how to integrate agile development with interaction design. I was very... (Continue)

Each One, Teach One: Get Involved in Mentoring!

by Kim Goodwin on June 18, 2009

In my closing keynote at Interactions 09, I spoke about some of the challenges facing interaction design as a profession, perhaps the most important of which is a shortage of designers just when the world is starting to demand what we do. Increasing numbers of college and university programs will help, but the fact is that interaction design—or any kind of design, really—is a craft that takes time to master regardless of one’s educational background. If you believe the 10,000 hour rule recently popularized by Malcolm Gladwell, that mastery should take something along the lines of five years doing nothing but design.

In my experience, people get more out of those hours when they’re not working in isolation, but are surrounded by more experienced people who can challenge, support, and advise them. Consultancies and large in-house design organizations often have some kind of coaching built into their structures and processes, and good managers are often good coaches. However, it can be hard to see your manager as approachable because, regardless of his personal qualities, he controls your career track and compensation. Sometimes, a senior person who isn’t responsible for your career is easier to get advice from. This is why everyone at Cooper with “senior” in her job title is explicitly expected to mentor others.

Unfortunately, not all companies have this kind of mentoring built in, and many young designers (or not-so-young PMs and engineers who want to be designers) work in environments without experienced design leaders. This is one reason the Interaction Design Association (IxDA) has decided to create a mentorship program to hook up people who’d like a little career coaching with those experienced practitioners who are willing to coach. As you might expect, so far the program has attracted more people looking for mentors than people willing to mentor.

So here’s my pitch to all of you potential mentors out there. First, mentoring isn’t a one-way transaction. As a friend of mine who recently earned his black belt in Aikido told me, a black belt isn’t a sign that you’re a master; instead, it’s a sign that you’re ready to become a true student. Teaching others will make you far more conscious of your own craft. Also, consider this: you, yourself, can only design so many products and services that make the world better. The people you mentor will go on to design many more. Finally, mentoring doesn’t need to be a huge time commitment; just an hour or two here and there can make a big difference.

So, what are you waiting for? Sign up to get a mentor or become a mentor today!

Filed under: Interaction design


Kim Goodwin

As VP Design, Kim has played a major role in developing our Goal-Directed methods and turning them into the Cooper U curriculum, and she continues to work with the leaders of each design discipline to evolve and improve our practice. Her design expertise


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