| ▲ | Aurornis 3 hours ago | |
> It's very strange that the authors talk about how "making a bad hire is terribly expensive" but then call out "travel time and costs". Well, if B < A for each role filled, is it really so bad? The cost of a bad hire they're referring to includes things like opportunity cost of not having a good hire in that position, damage they've done to the product (codebase, design, etc.), and second-order effects like demoralizing the rest of the team. The actual hiring costs of a bad hire are a rounding error compared to the damage they can do. Have you ever been on a team that was great until they hired one wrong person who made every work week a miserable slog? Attrition goes up as the good employees start to leave. The codebase starts accumulating a lot of tech debt. Even after they're gone it can take a long time to recover. This is why it's so important to be able to fire fast, but that's another topic rife with difficulties. | ||
| ▲ | ElProlactin 2 hours ago | parent [-] | |
But that's the point. If the cost of a bad hire is huge (which I agree it is), why is the hiring process optimized, in part, around reducing the travel costs? It would seem that these costs are modest in comparison. | ||