Review the evidence signals before interviewing. Then use the anchored descriptions—not instinct alone—to choose the score that best matches each answer.
01
Evaluation factor
Portfolio
35% weight
Review their reel of shipped interactive work: installations, WebGL microsites, Unity or Unreal experiences, physical prototypes. Ask what they personally built versus what the studio or vendor delivered.
Evidence to listen for
Work exists and can be looked at, not just described
States what they made versus what the team or a template made
Shows range rather than one repeated style
Can walk through a piece from brief to final
Five-point scoring guide
1
Poor
No portfolio, or work that is unattributable or clearly templated.
2
Needs Improvement
Thin portfolio; unclear what they personally made.
3
Satisfactory
Real work with adequate range; contribution mostly clear.
4
Very Good
Strong varied portfolio with clear personal ownership.
5
Excellent
Shows named live builds with runtime, footfall or engagement figures, and clearly separates their own code and rigging from team contributions.
02
Evaluation factor
Craft and rationale
25% weight
Probe the toolchain: TouchDesigner, three.js, openFrameworks, Arduino or Raspberry Pi, projection mapping, sensors, MadMapper. Ask why they chose a stack over an easier off-the-shelf option.
Evidence to listen for
Explains why a layout, type choice, or colour decision serves the brief
Knows typography and hierarchy as craft, not decoration
Works to a brand system without either breaking it or hiding behind it
Names the tools they are genuinely fast in
Five-point scoring guide
1
Poor
Cannot explain any decision; work is arbitrary.
2
Needs Improvement
Talks in taste terms only; no link between choice and brief.
3
Satisfactory
Sound craft with some ability to justify decisions.
4
Very Good
Articulate about why each choice serves the brief.
5
Excellent
Explains stack choices against latency, calibration, hardware cost and gallery constraints, and names the trade-off they accepted.
03
Evaluation factor
Feedback and iteration
25% weight
Test how they handle client and creative director notes mid-build, plus onsite failures during install week. Look for versioned prototypes, playtests and paper-to-screen iteration evidence.
Evidence to listen for
Takes critique without treating it as an attack
Distinguishes a subjective preference from a real problem, and says so politely
Iterates fast rather than defending version one
Delivers files correctly and on time
Five-point scoring guide
1
Poor
Defensive about critique; will not revise.
2
Needs Improvement
Accepts feedback passively; iterations do not improve the work.
3
Satisfactory
Revises willingly; struggles to push back on weak feedback.
4
Very Good
Iterates quickly and can argue for the work when the feedback is wrong.
5
Excellent
Describes discarding a working prototype after user testing, and cites specific notes that changed the interaction model rather than just the visuals.
04
Evaluation factor
Working with the brief
15% weight
Assess how they translate a vague brand or campaign brief into technical scope: feasibility notes, budget for kit, install schedule, failover plan for unattended public running.
Evidence to listen for
Asks about audience and goal before opening the design tool
Works with marketing, product, or clients rather than in isolation
Flags an impossible brief early
Hands over files and assets others can actually use
Five-point scoring guide
1
Poor
Designs in isolation; ignores the brief's purpose.
2
Needs Improvement
Starts designing before understanding the goal.
3
Satisfactory
Asks the right questions when prompted.
4
Very Good
Interrogates the brief up front and hands over cleanly.
5
Excellent
Turns loose creative ambition into a scoped build with kit list, contingency for crashes, and honest statements about what was not technically possible.
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