In brainstorming ideas, I honed in on the HR process
surrounding internal company moves, promotions, and development.
I identified that the existing process in many companies to ‘move
up the ladder’ is poorly defined and difficulty to navigate.
For example as a developer who wants to some day be an Architect,
how do you know what skills you need to reach that position? What should you be
learning? And when you have learned everything you believe you need to know,
how do you then seek the promotion?
Research
I reached out to a Designer and Product Manager I had
previously worked with to talk through my Problem Statement and give me
feedback on my proposed designs.
They both brought up LinkedIn and how it has some of these
features, but they aren’t applied internally at companies. LinkedIn Learning
could also be leveraged to facilitate quest design.
The Product Manager had previous experience with the concept
of ‘guilds’ which I was able to incorporate, as well as first hand experience
with the ambiguity of internal moves. They stood in as a user-analogue for me during
testing.
Solution
To solve the problem of internal company moves I applied design
thinking and outlined a process that more resembles an RPG/MMO style Job/Skill
system.
This system would allow companies to set specific tasks/skills/achievements
in the form of Quests that would reward a quantifiable progress: EXP.
As an employee completes tasks for a role they gain progress
towards it. Upon completing all of the necessary quests for a role they can
then apply for a level up (promotion).
Resarch also identified the need for a community aspect
surrounding the individual roles that I designated as ‘guilds’, which through my
research I learned already exist in some companies. Ford Motor Company has internal
guilds for Software Developers, Designers, Product Managers, etc.
In my system the guild would be responsible for owning the
Quests for each role in their guild, so that they could remain up to date. For
example if a company switched from Angular to React, they would need to update
all of their quests to be appropriate to the needs of the company and the
technologies they are currently using.
Value Statements
I defined two core value statements to help us solve this
problem:
1.As an employee, I want to know what it
takes to get to the next step in my career, so that I don’t feel stuck or lost.
2.As an employer, I want to grow and
develop employees, so that I can retain talented people at my company.
Persona
For the sake of this exercise I designed a simple persona to
help guide a basic design:
·Clark Kent isDeveloper at [Awesome Company] who loves web development and wants to be
an architect some day.
Sample Flows/Stories
I designed a few core stories for both employers and employees
to flesh out our underlying idea. These stories are the core for our UI
Prototype.
As an employee (Clark Kent) I want to see what tasks I
need to complete to reach my next level up.
Dashboard [Home] -> Quests in Progress -> Review Quest -> Complete Quest Task
-> Add Progress -> Mark as Complete -> [Marking a Quest Complete
creates a task for an Employer to approve quest status.]
As an employee (Clark Kent) I want to see what tasks I
have completed previously.
Dashboard [Home] -> Scroll Down -> Expand Completed
Quests to view details
As an employee (Clark Kent) I want to be able to select a
long term career goal position to work towards.
Dashboard [Home] -> View Job Map BTN -> Review Jobs on
the map -> Select a Job -> Details Modal -> Learn About Selected Job
-> Interact (Set As Career Path is Primary CTA) or Close Modal
It’s my hope that through utilizing a quantifiable system it
would be easier for companies to promote internal movement and growth among
their employees. Currently if you want to move up at most companies it is difficult
to know how to proceed. My solution solves this problem with Quests, EXP, a
clear progression map, and guilds to provide oversight and guidance.