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800 hiring managers reveal their job search tips
A cheat sheet containing what really works.
- 800 hiring managers reveal their preferences in a survey by NetQuote.
- Infographics help unearth the worst words to use in an interview, most important questions, and ideal resume length.
- Figuring out how to present yourself just got easier.
Congratulations. You got the interview. You've already done better than all of the other job applicants whose piles of resumes have lead nowhere. But watch out. A hiring manager holds your future in their hands, so the interview is a do-or-die chance to get where you want to go. NetQuote decided to ask 800 hiring managers what, to them, makes for a successful interview. Or not. Infographics from that data have just been published as Most Important Interview Questions.
All visualizations in this article are by NetQuote.
About your resume
If you've got an interview already, you may be past the resume phase, at least for this job. But what got you there? (And maybe you're still hoping to get an interview.)
Getting your resume's image right
According to NetQuotes' respondents, when racing through a bunch of resumes, your story's visual presentation can prove to be an instant turn-on, or -off.
42% of hiring managers aren't fond of headshots, for example. Ditto for unconventional, flashy resumes—they're not necessarily a good way to stand out, at least not to the 65% of hiring managers who aren't impressed with them.
Still, the reactions vary by industry; head shots are poison for government, legal, and health care jobs, but popular when you're after a tech-oriented position. And not shockingly, non-standard, artistic resume layouts are more likely to be appreciated in industries peopled by non-standard artistic types.
Is a long resume impressive or a problem?
Hiring managers are busy, and don't really care about your life story. If a resume is even just two pages long, 23% of hirers say it's too long. Bump that up by one more page, and it's 51% of them bugged by your verbosity.
Another thing that can be a red flag, depending on the industry, are periods not covered by a job. In IT, for example, an employment gap of 13 months or more means you've probably got a problem.
So, you're in the room—or on Skype or the phone. Someone once said, "I never sound as stupid as when I'm trying to sound smart," and this is definitely an interview hazard. You may think business-speak buzzwords like "synergy," "low-hanging fruit," and "ideation" make you sound cool. Not so much.
Before the show starts...
In an interview, yours isn't the only performance going on, and some hiring managers are sketchy about playing their own roles. They may try to impress you by tweaking the job description or the company's outlook. And only about 60% actually read your resume before talking—which is to say 40% know basically nothing about you as the interview starts. 29% are wasting your time anyway, since they already know they're not hiring you.
Typical questions and how much they actually mean
Of all the questions commonly asked, four stand out as most important. Two reflect on your character in the workplace: How you deal with conflict and how you learn from mistakes. The third inquiry reveals you as either an ambitious forward-looker or a disagreeable malcontent: Why did you leave your last job? Then there's that moment where you're asked to list your strengths—more about this below.
Interestingly, one classic query doesn't seem to matter much at all: What you're into outside of work.
The best personal strengths to mention
Okay, this one's kind of the master cheat sheet. Don't lie in your interview, but here's what you're supposed to say.
Are you being interviewed by a woman or man?
The list above notwithstanding, women and men have slightly different priorities in what qualifies as applicant's most important personal strengths. It seems close to a cliche, but female hiring managers are more concerned with quieter, inner-focused skills while males are interested in outward-going traits. Discuss.
Meeting specific industry needs
Here's a helpful infographic. Different strengths matter to different industries, and this shows the three most important strengths in each type of operation. For government work, discipline's hot; in construction, it's important to manage time well and to be patient. Who'd guess that the industry that most values creativity is the legal industry?
The importance, or not, of follow-up
Hiring managers also have feeling about your actions after the interview. 67% expect to be asked questions, and they consider doing that to be important. Slightly less than half expect any worthwhile applicant to follow up by email or by phone. As far as handwritten followup notes go, while they're important to 17% of hiring managers, more than double that percentage said don't bother.
Forewarned is forearmed
Whether you're heading into the hot seat in the near future, or just hoping to be asked to interviews, you now have some insight as to what the interview process looks like to hiring managers. Now go and get that job!
Inventions with revolutionary potential made by a mysterious aerospace engineer for the U.S. Navy come to light.
- U.S. Navy holds patents for enigmatic inventions by aerospace engineer Dr. Salvatore Pais.
- Pais came up with technology that can "engineer" reality, devising an ultrafast craft, a fusion reactor, and more.
- While mostly theoretical at this point, the inventions could transform energy, space, and military sectors.
The U.S. Navy controls patents for some futuristic and outlandish technologies, some of which, dubbed "the UFO patents," came to light recently. Of particular note are inventions by the somewhat mysterious Dr. Salvatore Cezar Pais, whose tech claims to be able to "engineer reality." His slate of highly-ambitious, borderline sci-fi designs meant for use by the U.S. government range from gravitational wave generators and compact fusion reactors to next-gen hybrid aerospace-underwater crafts with revolutionary propulsion systems, and beyond.
Of course, the existence of patents does not mean these technologies have actually been created, but there is evidence that some demonstrations of operability have been successfully carried out. As investigated and reported by The War Zone, a possible reason why some of the patents may have been taken on by the Navy is that the Chinese military may also be developing similar advanced gadgets.
Among Dr. Pais's patents are designs, approved in 2018, for an aerospace-underwater craft of incredible speed and maneuverability. This cone-shaped vehicle can potentially fly just as well anywhere it may be, whether air, water or space, without leaving any heat signatures. It can achieve this by creating a quantum vacuum around itself with a very dense polarized energy field. This vacuum would allow it to repel any molecule the craft comes in contact with, no matter the medium. Manipulating "quantum field fluctuations in the local vacuum energy state," would help reduce the craft's inertia. The polarized vacuum would dramatically decrease any elemental resistance and lead to "extreme speeds," claims the paper.
Not only that, if the vacuum-creating technology can be engineered, we'd also be able to "engineer the fabric of our reality at the most fundamental level," states the patent. This would lead to major advancements in aerospace propulsion and generating power. Not to mention other reality-changing outcomes that come to mind.
Among Pais's other patents are inventions that stem from similar thinking, outlining pieces of technology necessary to make his creations come to fruition. His paper presented in 2019, titled "Room Temperature Superconducting System for Use on a Hybrid Aerospace Undersea Craft," proposes a system that can achieve superconductivity at room temperatures. This would become "a highly disruptive technology, capable of a total paradigm change in Science and Technology," conveys Pais.
High frequency gravitational wave generator.
Credit: Dr. Salvatore Pais
Another invention devised by Pais is an electromagnetic field generator that could generate "an impenetrable defensive shield to sea and land as well as space-based military and civilian assets." This shield could protect from threats like anti-ship ballistic missiles, cruise missiles that evade radar, coronal mass ejections, military satellites, and even asteroids.
Dr. Pais's ideas center around the phenomenon he dubbed "The Pais Effect". He referred to it in his writings as the "controlled motion of electrically charged matter (from solid to plasma) via accelerated spin and/or accelerated vibration under rapid (yet smooth) acceleration-deceleration-acceleration transients." In less jargon-heavy terms, Pais claims to have figured out how to spin electromagnetic fields in order to contain a fusion reaction – an accomplishment that would lead to a tremendous change in power consumption and an abundance of energy.
According to his bio in a recently published paper on a new Plasma Compression Fusion Device, which could transform energy production, Dr. Pais is a mechanical and aerospace engineer working at the Naval Air Warfare Center Aircraft Division (NAWCAD), which is headquartered in Patuxent River, Maryland. Holding a Ph.D. from Case Western Reserve University in Cleveland, Ohio, Pais was a NASA Research Fellow and worked with Northrop Grumman Aerospace Systems. His current Department of Defense work involves his "advanced knowledge of theory, analysis, and modern experimental and computational methods in aerodynamics, along with an understanding of air-vehicle and missile design, especially in the domain of hypersonic power plant and vehicle design." He also has expert knowledge of electrooptics, emerging quantum technologies (laser power generation in particular), high-energy electromagnetic field generation, and the "breakthrough field of room temperature superconductivity, as related to advanced field propulsion."
Suffice it to say, with such a list of research credentials that would make Nikola Tesla proud, Dr. Pais seems well-positioned to carry out groundbreaking work.
A craft using an inertial mass reduction device.
Credit: Salvatore Pais
The patents won't necessarily lead to these technologies ever seeing the light of day. The research has its share of detractors and nonbelievers among other scientists, who think the amount of energy required for the fields described by Pais and his ideas on electromagnetic propulsions are well beyond the scope of current tech and are nearly impossible. Yet investigators at The War Zone found comments from Navy officials that indicate the inventions are being looked at seriously enough, and some tests are taking place.
If you'd like to read through Pais's patents yourself, check them out here.
Laser Augmented Turbojet Propulsion System
Credit: Dr. Salvatore Pais
English is a dynamic language, and this summer's new additions to dictionary.com tell us a lot about how we're living.
- The summer update to Dictionary.com added hundreds of new words and definitions.
- Many of them are in areas related to justice, technology, and COVID-19.
- The new slang terms will leave more than a few people confused.
In any given year, new words are added to the dictionary to reflect how society's use of them has changed, often in response to ongoing events. For Summer 2021, more than 1200 new, improved, and revised definitions were introduced to Dictionary.com, including 231 entirely new words. A review of those words, the subjects they cover, and the stories behind their creation tells a rich story about the times we live in.
A word by any other definition?
You might wonder why we need to carry out such extensive addition and redefining campaigns. John Kelly, the Managing Editor of Dictionary.com, explained in a statement why these changes were made and their importance:
"The latest update to our dictionary continues to mirror the world around us. Long COVID, minoritize, 5G, content warning, domestic terrorism — it's a complicated and challenging society we live in, and language changes to help us grapple with it. But sometimes language changes just for fun. Yes, yeet is now in the dictionary, which may prompt some of us to use one other of our new entries: oof! Perhaps these lighter slang and pop culture newcomers to our dictionary reflect another important aspect of our time — a cautious optimism and a brighter mood about the future ahead after a trying 2020."
The English language isn't static, so it is up to lexicographers to get the dictionaries up to speed. Let's face it, we might need more than a few new words to talk about last year.
The times they are a-changin'
Good Communication 101: Mirroring, Jargon, Hifalutin Words | Alan Alda | Big Think www.youtube.com
Words that describe the continuing COVID-19 pandemic are still being added. The recent additions, which include long haul and long hauler may speak to the shift in how we interact with the pandemic — it is now a long-term rather than an acute concern for many people. Changes to our lives as a result of the pandemic and new ways to cater to those challenges, like ghost kitchen and side hustle, also made their way in.
In the aftermath of the murder of George Floyd and the protests that followed, Americans searched for terms related to racial issues at significantly higher levels than before. This not only called for updates and additions to words in this area last year but a continuing review, which has added new terms like the acronyms JEDI and DEI and the new word one-drop rule. Other terms long included, like Jim Crow and Black Codes, saw updates this summer.
Technology continued to advance through thick and thin as well. Terms like 5G, asynchronous, and abandonware made it into the recent update. Given how much time we all spent using tech in the last year and a half, it is only fitting that we would need these terms. 5G also has the unfortunate distinction of being both a telecommunications technology and a target for conspiracy theorists, perhaps making a dictionary entry for it all the more important.
Other words previously defined as regional or cultural in nature have been redefined in the light of their evolving use. Y'all is now listed as its own term and deemed an "informal" pronoun rather than a mere variant of "you-all." The post explaining the update noted that the term is now more known for informality than regionalism and has enjoyed a surge in use as a gender neutral pronoun.
Mind hack: 7 secrets to learn any new language | Steve Kaufmann | Big Think www.youtube.com
Perhaps it is necessary that after a year that required so many of the above words to be added or clarified, there are new slang terms that will seem like absolute gibberish to somebody disconnected from popular culture. New words like yeet, zaddy, and oof were added this year, showing that even in difficult times, fun new ways to use language are cropping up all the time.
The website's lexicographers also saw fit to officially add one of the honorable mentions for 2020's word of the year to the list of vulgar slang terms. Regrettably, it is unfit for publication, but it rhymes with spit-snow.
So, now that y'all know about these updates, perhaps we can all order from the new ghost kitchen from apps on our 5G smartphones before getting back to our side hustles. Yeet!
Virtual reality continues to blur the line between the physical and the digital, and it will change our lives forever.
- Extended reality technologies — which include virtual reality, augmented reality, and mixed reality — have long captivated the public imagination, but have yet to become mainstream.
- Extended reality technologies are quickly becoming better and cheaper, suggesting they may soon become part of daily life.
- Over the long term, these technologies may usher in the "mirror world" — a digital layer "map" that lies atop the physical world and enables us to interact with internet-based technologies more seamlessly than ever.
What will the Disneyland of the future look like? | Hard Reset by Freethink www.youtube.com
Immersive technology aims to overlay a digital layer of experience atop everyday reality, changing how we interact with everything from medicine to entertainment. What that future will look like is anyone's guess. But immersive technology is certainly on the rise.
The extended reality (XR) industry — which includes virtual reality (VR), augmented reality (AR), and mixed reality (MR), which involves both virtual and physical spaces — is projected to grow from $43 billion in 2020 to $333 billion by 2025, according to a recent market forecast. Much of that growth will be driven by consumer technologies, such as VR video games, which are projected to be worth more than $90 billion by 2027, and AR glasses, which Apple and Facebook are currently developing.
But other sectors are adopting immersive technologies, too. A 2020 survey found that 91 percent of businesses are currently using some form of XR or plan to use it in the future. The range of XR applications seems endless: Boeing technicians use AR when installing wiring in airplanes. H&R Block service representatives use VR to boost their on-the-phone soft skills. And KFC developed an escape-room VR game to train employees how to make fried chicken.
XR applications not only train and entertain; they also have the unique ability to transform how people perceive familiar spaces. Take theme parks, which are using immersive technology to add a new experiential layer to their existing rides, such as roller coasters where riders wear VR headsets. Some parks, like China's $1.5 billion VR Star Theme Park, don't have physical rides at all.
One of the most novel innovations in theme parks is Disney's Star Wars: Galaxy's Edge attraction, which has multiple versions: physical locations in California and Florida and a near-identical virtual replica within the "Tales from the Galaxy's Edge" VR game.
"That's really the first instance of anything like this that's ever been done, where you can get a deeper dive, and a somewhat different view, of the same location by exploring its digital counterpart," game designer Michael Libby told Freethink.
Libby now runs Worldbuildr, a company that uses game-engine software to prototype theme park attractions before construction begins. The prototypes provide a real-time VR preview of everything riders will experience during the ride. It begs the question: considering that VR technology is constantly improving, will there come a point when there's no need for the physical ride at all?
Maybe. But probably not anytime soon.
"I think we're more than a few minutes from the future of VR," Sony Interactive Entertainment CEO Jim Ryan told the Washington Post in 2020. "Will it be this year? No. Will it be next year? No. But will it come at some stage? We believe that."
It could take years for XR to become mainstream. But that growth period is likely to be a brief chapter in the long history of XR technologies.
The evolution of immersive technology
The first crude example of XR technology came in 1838 when the English scientist Charles Wheatstone invented the stereoscope, a device through which people could view two images of the same scene but portrayed at slightly different angles, creating the illusion of depth and solidity. Yet it took another century before anything resembling our modern conception of immersive technology struck the popular imagination.
In 1935, the science fiction writer Stanley G. Weinbaum wrote a short story called "Pygmalion's Spectacles," which describes a pair of goggles that enables one to perceive "a movie that gives one sight and sound [...] taste, smell, and touch. [...] You are in the story, you speak to the shadows (characters) and they reply, and instead of being on a screen, the story is all about you, and you are in it."
The 1950s and 1960s saw some bold and crude forays into XR, such as the Sensorama, which was dubbed an "experience theater" that featured a movie screen complemented by fan-generated wind, a motional chair, and a machine that produced scents. There was also the Telesphere Mask, which packed most of the same features but in the form of a headset designed presciently similar to modern models.
The first functional AR device came in 1968 with Ivan Sutherland's The Sword of Damocles, a heavy headset through which viewers could see basic shapes and structures overlaid on the room around them. The 1980s brought interactive VR systems featuring goggles and gloves, like NASA's Virtual Interface Environment Workstation (VIEW), which let astronauts control robots from a distance using hand and finger movements.
1980's Virtual Reality - NASA Video youtu.be
That same technology led to new XR devices in the gaming industry, like Nintendo's Power Glove and Virtual Boy. But despite a ton of hype over XR in the 1980s and 1990s, these flashy products failed to sell. The technology was too clunky and costly.
In 2012, the gaming industry saw a more successful run at immersive technology when Oculus VR raised $2.5 million on Kickstarter to develop a VR headset. Unlike previous headsets, the Oculus model offered a 90-degree field of view, was priced reasonably, and relied on a personal computer for processing power.
In 2014, Facebook acquired Oculus for $2 billion, and the following years brought a wave of new VR products from companies like Sony, Valve, and HTC. The most recent market evolution has been toward standalone wireless VR headsets that don't require a computer, like the Oculus Quest 2, which last year received five times as many preorders as its predecessor did in 2019.
Also notable about the Oculus Quest 2 is its price: $299 — $100 cheaper than the first version. For years, market experts have said cost is the primary barrier to adoption of VR; the Valve Index headset, for example, starts at $999, and that price doesn't include the cost of games, which can cost $60 a piece. But as hardware gets better and prices get cheaper, immersive technology might become a staple in homes and industry.
Advancing XR technologies
Over the short term, it's unclear whether the recent wave of interest in XR technologies is just hype. But there's reason to think it's not. In addition to surging sales of VR devices and games, particularly amid the COVID-19 pandemic, Facebook's heavy investments into XR suggests there's plenty of space into which these technologies could grow.
A report from The Information published in March found that roughly 20 percent of Facebook personnel work in the company's AR/VR division called Facebook Reality Labs, which is "developing all the technologies needed to enable breakthrough AR glasses and VR headsets, including optics and displays, computer vision, audio, graphics, brain-computer interface, haptic interaction."
What would "breakthroughs" in XR technologies look like? It's unclear exactly what Facebook has in mind, but there are some well-known points of friction that the industry is working to overcome. For example, locomotion is a longstanding problem in VR games. Sure, some advanced systems — that is, ones that cost far more than $300 — include treadmill-like devices on which you move through the virtual world by walking, running, or tilting your center of gravity.
But for the consumer-grade devices, the options are currently limited to using a joystick, walking in place, leaning forward, or pointing and teleporting. (There's also these electronic boots that keep you in place as you walk, for what it's worth.) These solutions usually work fine, but it produces an inherent sensory contradiction: Your avatar is moving through the virtual world but your body remains still. The locomotion problem is why most VR games don't require swift character movements and why designers often compensate by having the player sit in a cockpit or otherwise limiting the game environment to a confined space.
For AR, one key hurdle is fine-tuning the technology to ensure that the virtual content you see through, say, a pair of smart glasses is optically consistent with physical objects and spaces. Currently, AR often appears clunky, unrooted from the real world. Incorporating LiDAR (Light Detection and Ranging) into AR devices may do the trick. The futurist Bernard Marr elaborated on his blog:
"[LIDAR] is essentially used to create a 3D map of surroundings, which can seriously boost a device's AR capabilities. It can provide a sense of depth to AR creations — instead of them looking like a flat graphic. It also allows for occlusion, which is where any real physical object located in front of the AR object should, obviously, block the view of it — for example, people's legs blocking out a Pokémon GO character on the street."
Another broad technological upgrade to XR technologies, especially AR, is likely to be 5G, which will boost the transmission rate of wireless data over networks.
"The adoption of 5G will make a difference in terms of new types of content being able to be viewed by more people." Irena Cronin, CEO of Infinite Retina, a research and advisory firm that helps companies implement spatial computing technologies, said in a 2020 XR survey report. "5G is going to make a difference for more sophisticated, heavy content being viewed live when needed by businesses."
Beyond technological hurdles, the AR sector still has to answer some more abstract questions on the consumer side: From a comfort and style perspective, do people really want to walk around wearing smart glasses or other wearable AR tech? (The failure of Google Glass suggests people were not quite ready to in 2014.) What is the value proposition of AR for consumers? How will companies handle the ethical dilemmas associated with AR technology, such as data privacy, motion sickness, and the potential safety hazards created by tinkering with how users see, say, a busy intersection?
Despite the hurdles, it seems likely that the XR industry will steadily — if clumsily — continue to improve these technologies, weaving them into more aspects of our personal and professional lives. The proof is in your pocket: Smartphones can already run AR applications that let you see prehistoric creatures, true-to-size IKEA furniture in your living room, navigation directions overlaid on real streets, paintings at the Vincent Van Gogh exhibit, and, of course, Pokémon. So, what's next?
The future of immersive experiences
When COVID-19 struck, it not only brought a surge in sales of XR devices and applications but also made a case for rethinking how workers interact in physical spaces. Zoom calls quickly became the norm for office jobs. But for some, prolonged video calls became annoying and exhausting; the term "Zoom fatigue" caught on and was even researched in a 2021 study published in Technology, Mind, and Behavior.
The VR company Spatial offered an alternative to Zoom. Instead of talking to 2D images of coworkers on a screen, Spatial virtually recreates office environments where workers — more specifically, their avatars — can talk and interact. The experience isn't perfect: your avatar, which is created by uploading a photo of yourself, looks a bit awkward, as do the body movements. But the experience is good enough to challenge the idea that working in a physical office is worth the trouble.
Cyberspace illustrationtampatra via Adobe Stock
That's probably the most relatable example of an immersive environment people may soon encounter. But the future is wide open. Immersive environments may also be used on a wide scale to:
- Conduct job interviews, potentially with gender- and race-neutral avatars to eliminate possibilities of discriminatory hiring practices
- Ease chronic pain
- Help people overcome phobias through exposure therapy
- Train surgeons to conduct complex procedures, which may be especially beneficial to doctors in nations with weaker healthcare systems
- Prepare inmates for release into society
- Educate students, particularly in ways that cut down on distractions
- Enable people to go on virtual dates
But the biggest transformation XR technologies are likely to bring us is a high-fidelity connection to the "mirror world." The mirror world is essentially a 1:1 digital map of our world, created by the fusion of all the data collected through satellite imagery, cameras, and other modeling techniques. It already exists in crude form. For example, if you were needing directions on the street, you could open Google Maps AR, point your camera in a certain direction, and your screen will show you that Main Street is 223 feet in front of you. But the mirror world will likely become far more sophisticated than that.
Through the looking glass of AR devices, the outside world could be transformed in any number of ways. Maybe you are hiking through the woods and you notice a rare flower; you could leave a digital note suspended in the air so the next passerby can check it out. Maybe you encounter something like an Amazon Echo in public and, instead of it looking like a cylindrical tube, it appears as an avatar. You could be touring Dresden in Germany and choose to see a flashback representation of how the city looked after the bombings of WWII. You might also run into your friends — in digital avatar form — at the local bar.
Of course, this future poses no shortage of troubling aspects, ranging from privacy, pollution from virtual advertisements, and the currently impossible-to-answer psychological consequences of creating such an immersive environment. But despite all the uncertainties, the foundations of the mirror world are being built today.
As for what may lie beyond it? Ivan Sutherland, the creator of The Sword of Damocles, once described his idea of an "ultimate" immersive display:
"...a room within which the computer can control the existence of matter. A chair displayed in such a room would be good enough to sit in. Handcuffs displayed in such a room would be confining, and a bullet displayed in such a room would be fatal. With appropriate programming such a display could literally be the Wonderland into which Alice walked."
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