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What Is Learning Experience Design (And
Does Adopting It Require You to Leave
ADDIE and SAM Behind?)
Saul Carliner, PhD, CTDP, I4PL Fellow
Concodia University
saulcarliner@hotmail.com
www.saulcarliner.com
Objectives
Describe the purpose of learning experience design.
Name key learning experience design practices that can
strengthen the effectiveness of instructional programs
Explain how to integrate these practices into existing
instructional design processes and the I4PL Competencies.
We’ll explore these objectives through an
experiential activity.
Let’s get to it.
You work for the Canada Corporation, which is looking to launch
Microsoft Office 365 in the organization.
One of the benefits your organization hopes to achieve with this
purchase is greater teamwork. Your team would use this application
to maintain schedules (Outlook), send email (Outlook), chat, and
collaboratively prepare documents (Word, Excel, Powerpoint).
The staff already uses Microsoft Office applications to prepare
documents, but is used to preparing them on their own and sending
them. The staff also uses an application other than MS Outlook for
schedules and email.
So you are considering using the tutorials available at
Microsoft.com*--either as is or with modifications.
Challenge 1: Visit the Office support site and identify possible
modules to address this training need:
https://support.office.com/en-us
What modules would meet your needs?
(And yes, I recognize you had limited time to explore the
options.)
Based on what you saw, what do you think
the designers assumed about the context in
which people would use these modules?
Who were their intended learners?
What would cause people to visit these
modules?
How do those needs align with yours?
Could the designers have better anticipated
the learners? Context of learning?
What you have just experienced are examples
of issues addressed by Learning Experience
Design.
Learning experience design has emerged
in the past 10 years
Focuses on preparing instructional materials
Term used in:
–Job titles
–Competencies for training professionals
–Short courses offered by for- and non-profit providers
But Instructional design has been around
since the 1940s.
But Instructional design has been around
since the 1940s.
It focuses on designing instructional
experiences.
Instructional design emerged from work that
began during World War II.
Focused on:
–Designing programs as efficiently as possible
–Designing programs so learners develop the skills most effectively
within the shortest time
Rooted in cognitive psychology
Instructional design has three components.
Instructional design theories, Instructional-design Instructional systems design
Offer “explicit guidance on
how to better help people
learn and develop” (Reigeluth,
1999, p.5.)
Refers to strategies for
structuring educational
materials to ensure that they
most effectively teach the
intended material. The
choices should be rooted in
empirical research on
effective instructional
techniques (Reigeluth, 1999).
Refers to a process
professionals should follow to
prepare instructional
programs and that, in its most
generic form, consists of five
broad tasks:
 Analysis
 Design
 Development
 Implementation
 Evaluation
Comprised of these components
Instructional design theories, Instructional-design Instructional systems design
Offer “explicit guidance on
how to better help people
learn and develop” (Reigeluth,
1999, p.5.)
Refers to strategies for
structuring educational
materials to ensure that they
most effectively teach the
intended material. The
choices should be rooted in
empirical research on
effective instructional
techniques (Reigeluth, 1999).
Refers to a process
professionals should follow to
prepare instructional
programs and that, in its most
generic form, consists of five
broad tasks:
 Analysis
 Design
 Development
 Implementation
 Evaluation
Of most interest
to professionals
This focus on a waterfall process that
becomes increasingly rigid with time has
turned many against traditional instructional
design.
But the process only represents part of it.
Learning experience design “utilizes well-
established user experience (UX) design,
service design, and design thinking methods
to focus the design of synchronous and
asynchronous learning experiences on those
who matter most: the learners” (Floor, 2019).
We use learning experience design in the I4PL
Competencies. I’ll address this before the end
of the presentation.
Learning Designer Manifesto
Calls designers of online learning experiences to
“transform learning into a more personal and
profound experience” (Learning Experience Design,
2019).
Invites learners to tell designers “what drives you so I
can truly meaningful learning experiences that have a
powerful, positive impact.”
When was learning experience design founded?
Floor (2007)
Neumann and Finaly-Neumann
(1989) Primary differences
Claims to have founded it  Described a similar concept:
quality of learning experience
(QLE)
 Defined as “students'
perceptions of the direct and
indirect inputs that they receive
from their college. By direct
inputs, we mean college
investments in the educational
program in terms of content,
resources, and flexibility”
(Neumann & Finaly-Neumann,
1989, p.132-133).
 Instructional medium
(classroom versus online),
 Student perceptions versus
experience personalization.
Learning experience design is rooted in
user experience design.
Courses on learner experience design adapt User
Experience Design practices:
Preparing personas
Experience mapping
Prototyping
(Online Learning Consortium, 2019)
Preparing personas, scenarios, and
prototypes are admittedly oversights of
traditional instructional design, especially as
described in the best selling textbooks.
“Testing” is another suggestion of user
experience design.
The next screens address these.
Activity: Describe a person in the organization
who might use the training.
Give the person a name.
Describe how they feel about:
–The switch to Microsoft
–Taking the training.
Describe what they hope to learn.
Use creative license.
Share your descriptions.
This is called a persona.
A fictional representation of your ideal customer. As a UX
designer, you’ll start the design process by conducting user
research—building empathy with your target users and
identifying exactly what they need from the product you’re
designing.
Veal, R. L. (n.d.) What is a persona? CareerFoundry.com. Viewed at https://careerfoundry.com/en/blog/ux-design/how-to-
define-a-user-persona/#targetText=A%20user%20persona%20is%20a,the%20product%20you're%20designing.. Visited
October 6, 2019. Credit also applies to next screen.
Include these components in a persona.
Persona Group (i.e. web manager)
Fictional name
Job titles and major responsibilities
Demographics such as age, education, ethnicity, and family status
The goals and tasks they are trying to complete using the site
Their physical, social, and technological environment
A quote that sums up what matters most to the persona as it
relates to your site
Casual pictures representing that user group
___. (n.d.) Personas, Usability.gov. Viewed at https://www.usability.gov/how-to-and-tools/methods/personas.html. Visited
October 6, 2019.
Use personas when designing programs,
when developing instruction,
and when conducting formative evaluation.
Activity: Describe the context in which
learners in one of the departments in the
organization would be taking the training.
In part 1. Describe the work environment where learners
take the situation, including its furnishings, layout, and
temperature.
In part 2. Describe what job performance looks like when
learners have mastered the skills.
Once again, feel free to use creative license.
Share your descriptions.
This is called a scenario or user scenario.
A user scenario “is the fictitious story of a user’s
accomplishing an action or goal via a product. It focuses on a
user’s motivations, and documents the process by which the
user might use a design. User scenarios help designers
understand what motivates users when they interact with a
design – a useful consideration for ideation and usability
testing.”
__. (n.d). What are user scenarios, Interaction Design Foundation. Viewed at https://www.interaction-
design.org/literature/topics/user-
scenarios#targetText=A%20user%20scenario%20is%20the,user%20might%20use%20a%20design.&targetText=A%20fundam
ental%20point%20to%20bear,not%20represent%20all%20possible%20users.. Visited October 6, 2019.
Consider this example of a learning scenario.
Professor Heather Goldberg, a new lecturer in sociology at LaFortune, receives strong course evaluation
ratings because students comment that they learn a lot about the course subject matter by participating
in class discussions.
Her course, Crime in Urban Communities, addresses controversial topics such as drugs, homicides,
assaults, and policing. Professor Goldberg attended an online lesson on facilitating discussions on
controversial subjects offered by the Centre for Faculty Development as part of an orientation program
for new faculty members.
After the training, she intentionally selected and excluded discussion topics for the course. She ensured
that the discussions topics would support the learning objectives of the course. During one of the first
class sessions, she and her students collaboratively developed a list of “ground rules” for discussions
that all students agreed to by continuing to stay enrolled in the course.
For each class session, she provides a “guiding discussion question” that students are expected to
prepare for in advance by accessing a common set of materials (such as readings, videos). The question
requires that students consider multiple perspectives on the issue and not just their own. In class,
students first discuss the question in small groups before having a class-wide discussion. After class,
students are asked to reflect on what they learned from their peers during the class.
Professor Goldberg received strong course evaluation ratings; students noted that while they often feel
uncomfortable sharing their personal opinions in their other classes, they felt comfortable contributing
to discussions in this class. They also remarked that she fostered an inclusive learning environment.
Fletcher, J. (2018.) Needs assessment for the course Fundamentals of Instructional Design. Used with permission.
Include the following in a scenario.
Who is the user? Use the personas that have been developed to reflect the
real, major user groups coming to your site.
Why does the user
come to the site?
Note what motivates the user to come to the site and their
expectations upon arrival, if any.
What goals does
he/she have?
Through task analysis, you can better understand the what
the user wants on your site and therefore what the site
must have for them to leave satisfied.
How can the user
achieve their goals on
the site?
(Some scenarios also answer:) Define how the user can
achieve his/ her goal on the site, identifying the various
possibilities and any potential barriers.
Use scenarios when designing programs,
when developing instruction,
and when conducting formative evaluation.
Scenarios are closely aligned with use cases.
“A use case is a written description of how users will perform
tasks on your website. It outlines, from a user’s point of view,
a system’s behavior as it responds to a request. Each use case
is represented as a sequence of simple steps, beginning with a
user's goal and ending when that goal is fulfilled.”
U.S. Department of Health and Human Services. (n.d.) Use cases, Usability.gov. Viewed at https://www.usability.gov/how-to-
and-tools/methods/use-cases.html. Visited October 6, 2019. Citation also applies to text on the next slide.
Some refer to this as the journey (learners’
journey).
Components to include in a use case.
Primary Actor Stakeholder who initiates an interaction with the system to
achieve a goal
Preconditions What must be true or happen before and after the use case
runs.
Triggers This is the event that causes the use case to be initiated.
Main success
scenarios [Basic
Flow]
Use case in which nothing goes wrong.
Alternative paths
[Alternative Flow]
These paths are a variation on the main theme. These
exceptions are what happen when things go wrong at the
system level.
Use cases when designing the interface of the
instruction,
when developing instruction,
and when conducting formative evaluation.
Prototypes are early versions of completed
programs.
Especially useful for self-study, digital learning materials.
Often use storyboards to clarify interactions, narration, and
other media components.
Prototypes are early versions of completed
programs.
Especially useful for self-study, digital learning materials.
Often use storyboards to clarify interactions, narration, and
other media components.
Already a widely
performed task
among
instructional
designers
Usability testing refers to assessing the ability
of people to achieve the intended goals of a
product or program within the designated
time and with a threshold for the number of
errors.
Instructional designers call this formative
evaluation, which also covers instructional
issues not addressed by usability testing.
This is the essence of Learning Experience
Design.
So how does learning experience design
contrast with instructional design?
Share your thoughts.
Contrast learning experience design with
instructional design.
Instructional Design Learning Experience Design
Roots Cognitive psychology of early- and mid-
20th century,
Academia
Usability and user experience design
Practice
Awareness of one
another
Limited Limited
Focus within the
process
Analysis and evaluation Design
Main tools Process Personas, journeys
Overlooks Design, development, implementation
Other practical issues (technology,
schedule, budget)
Development, implementation
Other practical issues (technology,
schedule, budget)
In other words, learning experience design
addresses “holes” in instructional design.
Parallel conversations that would ideally converge
Learning experience design identifies limits in ID, which
focuses more on performance than on the learner
Both ignore development
Now I mentioned that we use a term in the
I4PL Competencies.
Designing curricula
Designing learning experiences
Take-aways
What is the most important thing you learned today?
What question(s) remains?
Learn more
About usability
About designing with
learners in mind
About integrating
personas, scenarios, and
usability testing into
instructional design
www.usability.gov
Julie Dirksen’s Design for
How People Learn (New
Riders)
Saul Carliner’s Training
Design Basics (ATD Press)
THANK YOU FOR ATTENDING THE
ONLINE LEARNING & I4PL
2019 CONFERENCE

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What Is Learning Experience Design (And Does Adopting It Require You to Leave ADDIE and SAM Behind?)

  • 1. What Is Learning Experience Design (And Does Adopting It Require You to Leave ADDIE and SAM Behind?) Saul Carliner, PhD, CTDP, I4PL Fellow Concodia University saulcarliner@hotmail.com www.saulcarliner.com
  • 2. Objectives Describe the purpose of learning experience design. Name key learning experience design practices that can strengthen the effectiveness of instructional programs Explain how to integrate these practices into existing instructional design processes and the I4PL Competencies.
  • 3. We’ll explore these objectives through an experiential activity.
  • 4. Let’s get to it. You work for the Canada Corporation, which is looking to launch Microsoft Office 365 in the organization. One of the benefits your organization hopes to achieve with this purchase is greater teamwork. Your team would use this application to maintain schedules (Outlook), send email (Outlook), chat, and collaboratively prepare documents (Word, Excel, Powerpoint). The staff already uses Microsoft Office applications to prepare documents, but is used to preparing them on their own and sending them. The staff also uses an application other than MS Outlook for schedules and email. So you are considering using the tutorials available at Microsoft.com*--either as is or with modifications. Challenge 1: Visit the Office support site and identify possible modules to address this training need: https://support.office.com/en-us
  • 5. What modules would meet your needs? (And yes, I recognize you had limited time to explore the options.)
  • 6. Based on what you saw, what do you think the designers assumed about the context in which people would use these modules? Who were their intended learners? What would cause people to visit these modules? How do those needs align with yours?
  • 7. Could the designers have better anticipated the learners? Context of learning?
  • 8. What you have just experienced are examples of issues addressed by Learning Experience Design.
  • 9. Learning experience design has emerged in the past 10 years Focuses on preparing instructional materials Term used in: –Job titles –Competencies for training professionals –Short courses offered by for- and non-profit providers
  • 10. But Instructional design has been around since the 1940s.
  • 11. But Instructional design has been around since the 1940s. It focuses on designing instructional experiences.
  • 12. Instructional design emerged from work that began during World War II. Focused on: –Designing programs as efficiently as possible –Designing programs so learners develop the skills most effectively within the shortest time Rooted in cognitive psychology
  • 13. Instructional design has three components. Instructional design theories, Instructional-design Instructional systems design Offer “explicit guidance on how to better help people learn and develop” (Reigeluth, 1999, p.5.) Refers to strategies for structuring educational materials to ensure that they most effectively teach the intended material. The choices should be rooted in empirical research on effective instructional techniques (Reigeluth, 1999). Refers to a process professionals should follow to prepare instructional programs and that, in its most generic form, consists of five broad tasks:  Analysis  Design  Development  Implementation  Evaluation
  • 14. Comprised of these components Instructional design theories, Instructional-design Instructional systems design Offer “explicit guidance on how to better help people learn and develop” (Reigeluth, 1999, p.5.) Refers to strategies for structuring educational materials to ensure that they most effectively teach the intended material. The choices should be rooted in empirical research on effective instructional techniques (Reigeluth, 1999). Refers to a process professionals should follow to prepare instructional programs and that, in its most generic form, consists of five broad tasks:  Analysis  Design  Development  Implementation  Evaluation Of most interest to professionals
  • 15. This focus on a waterfall process that becomes increasingly rigid with time has turned many against traditional instructional design. But the process only represents part of it.
  • 16. Learning experience design “utilizes well- established user experience (UX) design, service design, and design thinking methods to focus the design of synchronous and asynchronous learning experiences on those who matter most: the learners” (Floor, 2019).
  • 17. We use learning experience design in the I4PL Competencies. I’ll address this before the end of the presentation.
  • 18. Learning Designer Manifesto Calls designers of online learning experiences to “transform learning into a more personal and profound experience” (Learning Experience Design, 2019). Invites learners to tell designers “what drives you so I can truly meaningful learning experiences that have a powerful, positive impact.”
  • 19. When was learning experience design founded? Floor (2007) Neumann and Finaly-Neumann (1989) Primary differences Claims to have founded it  Described a similar concept: quality of learning experience (QLE)  Defined as “students' perceptions of the direct and indirect inputs that they receive from their college. By direct inputs, we mean college investments in the educational program in terms of content, resources, and flexibility” (Neumann & Finaly-Neumann, 1989, p.132-133).  Instructional medium (classroom versus online),  Student perceptions versus experience personalization.
  • 20. Learning experience design is rooted in user experience design. Courses on learner experience design adapt User Experience Design practices: Preparing personas Experience mapping Prototyping (Online Learning Consortium, 2019)
  • 21. Preparing personas, scenarios, and prototypes are admittedly oversights of traditional instructional design, especially as described in the best selling textbooks. “Testing” is another suggestion of user experience design. The next screens address these.
  • 22. Activity: Describe a person in the organization who might use the training. Give the person a name. Describe how they feel about: –The switch to Microsoft –Taking the training. Describe what they hope to learn. Use creative license.
  • 24. This is called a persona. A fictional representation of your ideal customer. As a UX designer, you’ll start the design process by conducting user research—building empathy with your target users and identifying exactly what they need from the product you’re designing. Veal, R. L. (n.d.) What is a persona? CareerFoundry.com. Viewed at https://careerfoundry.com/en/blog/ux-design/how-to- define-a-user-persona/#targetText=A%20user%20persona%20is%20a,the%20product%20you're%20designing.. Visited October 6, 2019. Credit also applies to next screen.
  • 25. Include these components in a persona. Persona Group (i.e. web manager) Fictional name Job titles and major responsibilities Demographics such as age, education, ethnicity, and family status The goals and tasks they are trying to complete using the site Their physical, social, and technological environment A quote that sums up what matters most to the persona as it relates to your site Casual pictures representing that user group ___. (n.d.) Personas, Usability.gov. Viewed at https://www.usability.gov/how-to-and-tools/methods/personas.html. Visited October 6, 2019.
  • 26. Use personas when designing programs, when developing instruction, and when conducting formative evaluation.
  • 27. Activity: Describe the context in which learners in one of the departments in the organization would be taking the training. In part 1. Describe the work environment where learners take the situation, including its furnishings, layout, and temperature. In part 2. Describe what job performance looks like when learners have mastered the skills. Once again, feel free to use creative license.
  • 29. This is called a scenario or user scenario. A user scenario “is the fictitious story of a user’s accomplishing an action or goal via a product. It focuses on a user’s motivations, and documents the process by which the user might use a design. User scenarios help designers understand what motivates users when they interact with a design – a useful consideration for ideation and usability testing.” __. (n.d). What are user scenarios, Interaction Design Foundation. Viewed at https://www.interaction- design.org/literature/topics/user- scenarios#targetText=A%20user%20scenario%20is%20the,user%20might%20use%20a%20design.&targetText=A%20fundam ental%20point%20to%20bear,not%20represent%20all%20possible%20users.. Visited October 6, 2019.
  • 30. Consider this example of a learning scenario. Professor Heather Goldberg, a new lecturer in sociology at LaFortune, receives strong course evaluation ratings because students comment that they learn a lot about the course subject matter by participating in class discussions. Her course, Crime in Urban Communities, addresses controversial topics such as drugs, homicides, assaults, and policing. Professor Goldberg attended an online lesson on facilitating discussions on controversial subjects offered by the Centre for Faculty Development as part of an orientation program for new faculty members. After the training, she intentionally selected and excluded discussion topics for the course. She ensured that the discussions topics would support the learning objectives of the course. During one of the first class sessions, she and her students collaboratively developed a list of “ground rules” for discussions that all students agreed to by continuing to stay enrolled in the course. For each class session, she provides a “guiding discussion question” that students are expected to prepare for in advance by accessing a common set of materials (such as readings, videos). The question requires that students consider multiple perspectives on the issue and not just their own. In class, students first discuss the question in small groups before having a class-wide discussion. After class, students are asked to reflect on what they learned from their peers during the class. Professor Goldberg received strong course evaluation ratings; students noted that while they often feel uncomfortable sharing their personal opinions in their other classes, they felt comfortable contributing to discussions in this class. They also remarked that she fostered an inclusive learning environment. Fletcher, J. (2018.) Needs assessment for the course Fundamentals of Instructional Design. Used with permission.
  • 31. Include the following in a scenario. Who is the user? Use the personas that have been developed to reflect the real, major user groups coming to your site. Why does the user come to the site? Note what motivates the user to come to the site and their expectations upon arrival, if any. What goals does he/she have? Through task analysis, you can better understand the what the user wants on your site and therefore what the site must have for them to leave satisfied. How can the user achieve their goals on the site? (Some scenarios also answer:) Define how the user can achieve his/ her goal on the site, identifying the various possibilities and any potential barriers.
  • 32. Use scenarios when designing programs, when developing instruction, and when conducting formative evaluation.
  • 33. Scenarios are closely aligned with use cases. “A use case is a written description of how users will perform tasks on your website. It outlines, from a user’s point of view, a system’s behavior as it responds to a request. Each use case is represented as a sequence of simple steps, beginning with a user's goal and ending when that goal is fulfilled.” U.S. Department of Health and Human Services. (n.d.) Use cases, Usability.gov. Viewed at https://www.usability.gov/how-to- and-tools/methods/use-cases.html. Visited October 6, 2019. Citation also applies to text on the next slide.
  • 34. Some refer to this as the journey (learners’ journey).
  • 35. Components to include in a use case. Primary Actor Stakeholder who initiates an interaction with the system to achieve a goal Preconditions What must be true or happen before and after the use case runs. Triggers This is the event that causes the use case to be initiated. Main success scenarios [Basic Flow] Use case in which nothing goes wrong. Alternative paths [Alternative Flow] These paths are a variation on the main theme. These exceptions are what happen when things go wrong at the system level.
  • 36. Use cases when designing the interface of the instruction, when developing instruction, and when conducting formative evaluation.
  • 37. Prototypes are early versions of completed programs. Especially useful for self-study, digital learning materials. Often use storyboards to clarify interactions, narration, and other media components.
  • 38. Prototypes are early versions of completed programs. Especially useful for self-study, digital learning materials. Often use storyboards to clarify interactions, narration, and other media components. Already a widely performed task among instructional designers
  • 39. Usability testing refers to assessing the ability of people to achieve the intended goals of a product or program within the designated time and with a threshold for the number of errors. Instructional designers call this formative evaluation, which also covers instructional issues not addressed by usability testing.
  • 40. This is the essence of Learning Experience Design.
  • 41. So how does learning experience design contrast with instructional design? Share your thoughts.
  • 42. Contrast learning experience design with instructional design. Instructional Design Learning Experience Design Roots Cognitive psychology of early- and mid- 20th century, Academia Usability and user experience design Practice Awareness of one another Limited Limited Focus within the process Analysis and evaluation Design Main tools Process Personas, journeys Overlooks Design, development, implementation Other practical issues (technology, schedule, budget) Development, implementation Other practical issues (technology, schedule, budget)
  • 43. In other words, learning experience design addresses “holes” in instructional design. Parallel conversations that would ideally converge Learning experience design identifies limits in ID, which focuses more on performance than on the learner Both ignore development
  • 44. Now I mentioned that we use a term in the I4PL Competencies. Designing curricula Designing learning experiences
  • 45. Take-aways What is the most important thing you learned today? What question(s) remains?
  • 46. Learn more About usability About designing with learners in mind About integrating personas, scenarios, and usability testing into instructional design www.usability.gov Julie Dirksen’s Design for How People Learn (New Riders) Saul Carliner’s Training Design Basics (ATD Press)
  • 47. THANK YOU FOR ATTENDING THE ONLINE LEARNING & I4PL 2019 CONFERENCE

Editor's Notes

  1. Niels Floor, a Dutch user experience designer, claims credit for coining the term and now runs a consultancy that offers learning experience design master classes and conferences.