Jay Katherine Amusan
As we continue to enter into an ever-developing automated space, it’s no surprise to see the integration of AI and Technology in the recruitment process.
The world now witnesses the rise of a generation that values individuality and expression and are using more relaxed languages in professional settings, but also the emergence of more expressive and creative CV templates.
These template styles are more popular in more artistic fields serving as portfolio covers for graphic design spaces, but deem attractive for the youth in professional fields too.
Is this style of CV worth pursuing however? What implications do they have in a professional setting in regards to standing out amongst very similar standard CV styles?
- Become familiar and test the scope of projects available with new Technology in the Psychology Testing Lab in IADT.
- Use the Tobii software to build and run an experiment as part of placement.
- Explore if the style of CV worth pursuing however?
- Discuss what implications do they have in a professional setting in regards to standing out amongst very similar standard CV styles?
- Combine and Showcase research abilities and qualitative data analysis.
Creative CVs: colour scheme was deemed as attractive. Unique/personalised graphics were percieved as odd and unnecessary. Overdesign led to ease of information becoming difficult
Standard CVs: simplicity and legibility was praised. Clearand consise display of information was appreciated. The lack of personality and originality made it feel mundane and gave no indication of the candidate beyond their credentials.
Existing research recognises how individuals adapt when learning game mechanics specifically in problem-solving games. This study aimed to examine if the auditory or social distraction that a participant experienced would affect their performance navigating a problem-solving game as suggested in previous studies. Participants were assigned to one of six conditions: either a social setting or a solo setting, then subjected to either relevant, irrelevant, or no auditory distractions by the researcher. There was an N of 72 participants in total with an equal number of 12 in each group. The gender demographic consisted of 28 Males, 40 Females, and 4 Non-Binary. Results returned a nonsignificant result on the effect of the outlined distraction types on gaming performance. A significant difference was reported between gamers and non-gamers and between males and females. The study supported Flow Theory and Cognitive Load Theory and provided implications surrounding game development and the influence of a teacher’s interaction with students in the classroom. The distraction script designed by the researcher failed to consider elements highlighted in the experiment which resulted in a limitation of this study. Another limitation noted is the small sample that accounts for only a large effect size.
I'm excited to have completed the Applied Psychology Tech Path degree at IADT. With a specific interest in blending Psychology and Technology, my interest in gaming and digital interaction lies as the focus of my research. Modules in this degree has shown me the crucial understanding behind design and Accessibility principals that I've not only integrated into my academic life but also in my extra curricular endeavours. With a Masters degree hopefully lined up focusing on Game Design, Psychology, and Innovation, I hope to take the learning acquired in this degree to cultivate research that changes how we move with the digital world for the better.
I'm a dancer and performer and you can check out my artistic performance endeavours too!