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 shipped immersive modules: VR onboarding sims, AR job aids, 360 video scenarios. Ask for headset build links, learner counts, and completion or assessment data per module.
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 two or three live XR modules with named clients, learner volumes, and pre/post assessment or time-to-competency numbers.
02
Evaluation factor
Craft and rationale
25% weight
Probe the design craft: storyboarding in Twine or Miro, branching scenario logic, Unity or Unreal authoring, Articulate or 8th Wall builds, and why they chose immersion over video.
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 interaction affordances, comfort and locomotion choices, and cognitive load reasoning tied to a specific learning objective.
03
Evaluation factor
Feedback and iteration
25% weight
Ask how playtesting shaped a build: headset usability sessions, SME review cycles, xAPI or SCORM data showing where learners stalled, and what got cut.
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
Names a mechanic they removed after observing learners fail it, citing session recordings or xAPI drop-off evidence.
04
Evaluation factor
Working with the brief
15% weight
Test intake discipline: how they run SME interviews, write measurable objectives, scope to device constraints (Quest standalone versus tethered), and handle fixed budgets or LMS limits.
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
Converts vague training requests into objectives, device targets, and asset scope, pushing back with evidence when immersion adds no value.
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