This document discusses learner experience (LX) design and provides an overview of its methodology. It begins by framing LX design around transcending the material to create meaningful experiences. It then discusses how learning experiences are changing and introduces the LX pyramid as a framework. The document goes on to cover key aspects of LX design methodology including user research techniques like interviews and journey mapping. It also discusses defining challenges and developing solutions through sketching, storyboarding and prototyping. The goal of LX design is to deliver optimized learning experiences through iterative testing and feedback loops.
4. TRANSCENDING THE MATERIAL
“Experience is not about good industrial
design, multi-touch, or fancy interfaces. It is
about transcending the material. It is about
creating an experience through a device.”
MARC HASSENZAHL
7. Transfor
mational
Meaningful
Convenient
Usable
Reliable
Functional
LX PYRAMID
The Learner Experience
Pyramid describes different
levels at which learning
resources, services, solutions
and systems can be
experienced by learners &
staff.
Based on CX Pyramid by
Aberdeen Research after
Mark Scibelli and Stephen
Anderson.
FOCUS ON EXPERIENCES
FOCUS ON TASKS
Many traditional
LMS & learning
resource
experiences
Transformational
learning
experiences
Has personal significance
Memorable experience worth
sharing
Easy to use, works as
expected
Used without difficulty
Is available &
accurate
Works with
inconvenience
8. ACCESS MINI LX DESIGN TOOLKIT
• Poster of LX Double Diamond
• Handouts to get started on User Research:
User interviews, Empathy Maps and
Persona,
• Journey Maps
• Lean LX Cycle
http://tinyurl.com/eportforum-toolkit
10. NEW JOBS: UX DESIGNERS
https://generalassemb.ly/blog/top-5-highest-paying-careers-tech/
11. USER EXPERIENCE DESIGN
…to achieve high-quality user experience in a
company's offerings there must be a seamless
merging of the services of multiple
disciplines.
The first requirement for an exemplary user experience
is to meet the exact needs of the customer, without
fuss or bother.
DON NORMAN & JAKOB NIELSEN
15. EXPERIENCE DESIGN
It is crucial to view experience as the consequence
of many different systems.
Experience emerges from the intertwined works of
perception, action, motivation, emotion and
cognition in dialogue with the world (place, time,
people and objects).
Experience Design: Technology for all the right reasons
Marc Hassenzahl
16. The world is complex, and so too must be the activities
that we perform. But that doesn’t mean that we must
live in continual frustration. No. The whole point of
human-centered design is to tame complexity, to turn
what would appear to be a complicated tool into one
that fits the task, that is understandable, usable,
enjoyable.
DON NORMAN
The Design of Everyday Things
HUMAN-CENTRED DESIGN
17. SERVICE DESIGN THINKING
Service design is the intentional and
thoughtful design of internal and
customer-facing activities needed to
deliver a service. Where experience design
concerns itself only with the customer-
facing aspects, service design looks also at
the experience of staff.
This Is Service Design Thinking
21. EMPATHY FOR THE USER
“Feelings are integral to experiences
(maybe even its core), inextricably
intertwined with our action.”
MARC HASSENZAHL
22. EMPATHY FOR THE USER
“Empathy is a noun. A thing. It is an
understanding you develop about another
person. Empathizing is the use of that
understanding – an action.”
INDI YOUNG
24. A DESIGN SCIENCE FOR EDUCATION
“Educational technologists needs to develop
a set of principled working practices....that
contribute to a design science for education.”
EILEEN SCANLON
25. TEACHING AS A DESIGN SCIENCE
Because technology is changing both what
and how students learn we can only lead
educational innovation by being clear about
the principles of designing good teaching
and learning and therefore what education
needs from technology.
DIANA LAURILLARD
32. ELEANOR CATTON: ON PURPOSE
Reading is a creative act: it cannot happen
automatically, and it cannot happen passively.
Any piece of writing is therefore as intimately
shaped by the reader’s imagination, their memories,
their intelligence, their disposition and their state of
mind, as by the writer’s.
ELEANOR CATTON
33. DESIGN FOR EXPERIENCE
Participatory design makes everyday people, such as users, an
integral part of the design process, especially at the early front
end.
Experience design has emerged recently as a new discipline in
response to the new information and communication
technologies. But I will argue that there is no such thing as
experience design. Experiencing is in people and you can’t
design it for someone else. You can, however, design
for experiencing.
http://www.maketools.com/articles-papers/NewDesignSpace_Sanders_01.pdf
LIZ SANDERS
34. DESIGN ACROSS THE GAPS
LECTURES
PERSONAL
LEARNING
NETWORK
TUTORIALS
LMS
COURSE
SITE
SUPPORT
SERVICES
MOBILE APPPEER LEARNING
LABSWORK
PLACEMENTS
39. YOUR BRIEF
You have been asked to design a professional
development program for academic staff to
upskill in …
As part of this program, staff will produce
evidence over time and earn a badge.
You’ve overheard academic staff talk about the
difficulty of getting to PD sessions or finding
time, so you know this will be a consideration.
40. IN YOUR GROUP
• You are going to design this learning
experience in a group
• For now, discuss what your PD will be
towards.
• Decide on what type of evidence learners
may need, and the badge you want to
create.
• Sketch it
49. YOUR TURN: USER INTERVIEWS
• For our project conduct a user interview
with a learner
5 mins as a group
1. Prepare 4-5 learner questions
2. Create interview guide
50. YOUR TURN: USER INTERVIEWS
See handout in toolkit.
Tips
• Be welcoming and put your user at ease
• Ask them to think out loud
• Explain why you are doing the interview
• Be an active listener
• Ask open questions
• Give encouragement: “How did you feel about it?
What did you think?”
• Silence is your best friend
51. YOUR TURN: USER INTERVIEWS
ROLE PLAY. CAPTURE WHAT YOU CAN.
Pair up with someone from another group
• 15 mins
• Interview each other as learners.
• Don’t go for the obvious “learner”.
• 7 minutes each way
• Immediately after interview, capture 3
insights
57. WHY PERSONA? TO AVOID ZOMBIE PERSONA
• They thrive in obscurity
• They’re not really
“alive” (to the project)
and, at the same time,
they’re hard to kill
• They don’t seem that
dangerous, but they’ll
eat the brains of your
project team
58. WHERE ELSE CAN YOU FIND
INFORMATION TO INFORM PERSONA?
• …
• …
• …
59. YOUR TURN: CREATE A SIMPLE
PERSONA
In your group, create a simple persona (use
the orange paper)
• Give a name and basic bio
• Write a short “day in the life”
• Write 3 points on their teaching
experience
• Write 3 points for their pain points
• Write 3 points on their goals
63. PROBLEM STATEMENT
I am [persona name, 3 characteristics].
I am trying to [outcome/job/task], but
[problem/barrier] because [root cause].
This makes me feel [emotion].
77. WHEN DO YOU USE JOURNEY MAPPING?
• For an existing product, object or service
• To get an overview of all the elements
and stakeholders
• To map all the touch points
• To identify emotions associated with
interactions
• To identify pain points
78. WHEN DO YOU USE JOURNEY MAPPING?
For a new product, object or service to be
designed, developed and implemented:
• To get a common understanding of aspiring
experience for all members of design &
development team
• To identify touch points
• To identify channels
• To identify priorities for the development
• To act as a prototype
79. WHY DO YOU USE JOURNEY MAPPING?
• To map all the bricks in your bricolage
(even those beyond your control)
• To step away from your medium
• To design across the gaps
• To facilitate conversation
• To facilitate collaboration
88. Pre Start Week
2-6
Week
7-10
Week
11-12
End &
post
LMS Wiki is
tricky to
participa
te in!
Conten
t
Early
access ☺
Teacher Picture &
intro video
☺
No
involvemen
t in review
!
Peers No
icebreaker
!
98. YOUR TURN: CREATE A (L)EARNER
JOURNEY MAP FOR YOUR SOLUTION
60 mins
• For your PD solution, map the learner
journey and touch points
• Remember that you have ePortfolio and
badge actions that need to be mapped
• Organization & other stakeholder touch
points
• Different phases
• After 45 mins: present & feedback
99. THINK ABOUT CHANNELS FIRST
• Learner
• Facilitator /Teacher
• Other
• Front Stage v Backstage
• Artefact
100. PHASES FOR YOUR PROJECT
Some suggested phases:
• Discovery
• Information
• Sign up
• Participation
• Claim
• Badge storage
112. GET A MINI LX DESIGN TOOLKIT
• Poster of LX Double Diamond
• Handouts to get started on User Research:
User interviews, Empathy Maps and
Persona,
• Journey Maps
• Lean LX Cycle
http://tinyurl.com/eportforum-toolkit