MAPPING THE JOURNEY
#LRNUNCONF
18 AUGUST 2016
INTRODUCTION
Joyce Seitzinger / Academic Tribe
•  Learning Experience Design
•  Consultancy
•  Digital badges
•  Capability building
INTRODUCTION
•  If you’re tweeting, use #lrnunconf
•  To find out more, #lxdesign
http://academictribe.co/learningcafejourney/
WHAT IS EXPERIENCE
DESIGN?
TRANSCENDING 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
Meaningful
Pleasurable
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
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
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
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
METHODOLOGY
EMPATHY FOR THE USER
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
LEARNER EXPERIENCES
ARE CO-CREATED
CO-CREATED EXPERIENCES
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: ON PURPOSE
ELEANOR CATTON
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.
DESIGN FOR EXPERIENCE
Participatory design makes everyday people, such as users, an
integral part of the design process, especially at the early front
end.
http://www.maketools.com/articles-papers/NewDesignSpace_Sanders_01.pdf
LIZ SANDERS
DESIGN ACROSS DIFFERENT CONTEXTS
AND SPACES
PEER
LEARNING
PERSONAL
LEARNING
NETWORK
FORMAL
LEARNING
ONLINE
COURSES
SUPPORT
SERVICES
MOBILE APPINTRANET
JOB AIDS
THINK OF YOURSELF AS AN
EXPERIENCE DESIGNER
EXPERIENCE DESIGNER TOOLKIT
DISCOVER DEFINE DEVELOP DELIVER
USER EMPATHY
Learner & stakeholder
interviews
Learner observation
Learning analytics
Persona
CHALLENGE DEFINITION
Workshops
Affinity diagramming
Scenario mapping
How might we…?
Problem statements
RESEARCH
Technology research
Competitor analysis
Service design blueprint
Learner &
stakeholder driven
design research
Gain insights and
define challenges
Develop possible
learning solutions
through iteration
Improve and
optimize final learner
experience
TESTING
Usability testing
A/B testing
User observations & interviews
Generalchallenge
Specificchallenge
Specificsolution
PROTOTYPING
Paper prototyping
Journey mapping
User testing
Service design blueprint
Information architecture
IMPLEMENT
Feedback loops
A/B testing
Learning analytics
IDEA GENERATION
Sketching
Storyboarding
Scenario mapping
JOURNEY MAPPING
SIMILAR TECHNIQUES
•  Journey mapping (emotional)
•  Scenario mapping (narrative)
•  Service Design Blueprint (channels)
From https://sustainableservice.wordpress.com
Keeping Graduates Green
EXAMPLE: VE EXPRESS
LEARNER JOURNEY MAP
THE TEAM
•  Joyce Seitzinger
•  Mark Smithers
Lecturers
•  Annette Cook
•  Nicola Hardy
Digital Learning Team
•  Spiros Soulis
•  Angela Nicolettou
•  Eloise Acuna
INITIAL 3 HOUR MAPPING SESSION
FURTHER RESEARCH TO INFORM
DIGITAL COLLABORATIVE MAP
FINAL LEARNER JOURNEY MAP
MAP DETAIL
ADDRESS THE PAIN POINTS:
IMPROVED COMMUNICATION
CHANNELS
LEARNER JOURNEY MAPPING –
GETTING STARTED
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
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
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 contexts
•  To facilitate conversation
•  To facilitate collaboration
MAP THE LEARNER PATH & TOUCH
POINTS
MAP THE PATHS & TOUCH POINTS OF
OTHER STAKEHOLDERS & CHANNELS
CONSIDER CHANNELS AS EITHER
FRONT OF HOUSE / BACK OF HOUSE
MAP THE INTERACTION PHASES
IDENTIFY EMOTIONS
IDENTIFY OPPORTUNITIES & BARRIERS
OUR PROJECT & YOUR
BRIEF
YOUR TURN: PROJECT BRIEF
You have been asked to design a induction
process for a new employee. (Persona: 27,
some industry experience, one previous job,
digitally confident)
Brainstorm in your group the type of
experience you may want to create. (3 mins)
YOUR TURN: BEGIN MAPPING THE
LEARNER CHANNEL
•  For your induction solution, map just the
learner channel.
•  Record each action as touch point (one
post-it, dedicate one colour to this
channel)
•  Consider the following two as starting
phases: Pre-start and First Day
YOUR TURN: BEGIN MAPPING THE
MANAGER CHANNEL
•  For your induction solution, begin
mapping the manager or team channel.
•  This is a “front-of-house” channel.
•  Record each action as touch point. What
does the manager or team do to meet the
learner needs (one post-it, dedicate
another colour to this channel)
YOUR TURN: START MAPPING AN
ARTEFACTS OR RESOURCES CHANNEL
•  For your induction solution, set up a
channel where you can capture the
resources that need to be created (one
post-it, dedicate another colour to this
channel)
YOUR TURN: START MAPPING AN
ARTEFACTS OR RESOURCES CHANNEL
•  For your induction solution, set up a
channel where you can capture the
resources that need to be created (one
post-it, dedicate another colour to this
channel)
YOUR TURN: CONSIDER “BACK OF
HOUSE” CHANNELS
•  Which back of house channels might be
needed in your journey map?
•  Back of house is where things happen that
the learner never sees, but which are
needed for a successful solution anyway
•  Consider: databases, processes that are
triggers
STAY IN TOUCH
www.academictribe.co
@catspyjamasnz @academictribe @lxdesign
Facebook.com/academictribe
Search: lxdesign
joyce@academictribe.co

LearningCafe Unconference - Mapping The Journey

  • 1.
  • 2.
    INTRODUCTION Joyce Seitzinger /Academic Tribe •  Learning Experience Design •  Consultancy •  Digital badges •  Capability building
  • 3.
    INTRODUCTION •  If you’retweeting, use #lrnunconf •  To find out more, #lxdesign http://academictribe.co/learningcafejourney/
  • 4.
  • 5.
    TRANSCENDING MATERIAL “Experience isnot 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
  • 6.
    Meaningful Pleasurable Convenient Usable Reliable Functional LX PYRAMID The LearnerExperience 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
  • 7.
    USER EXPERIENCE DESIGN …toachieve 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
  • 8.
    EXPERIENCE DESIGN It iscrucial 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
  • 9.
    SERVICE DESIGN THINKING Servicedesign 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
  • 10.
  • 11.
  • 12.
    EMPATHY FOR THEUSER “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
  • 13.
  • 14.
  • 15.
    Reading is acreative 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: ON PURPOSE ELEANOR CATTON
  • 16.
    Experience design hasemerged 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. DESIGN FOR EXPERIENCE Participatory design makes everyday people, such as users, an integral part of the design process, especially at the early front end. http://www.maketools.com/articles-papers/NewDesignSpace_Sanders_01.pdf LIZ SANDERS
  • 17.
    DESIGN ACROSS DIFFERENTCONTEXTS AND SPACES PEER LEARNING PERSONAL LEARNING NETWORK FORMAL LEARNING ONLINE COURSES SUPPORT SERVICES MOBILE APPINTRANET JOB AIDS
  • 18.
    THINK OF YOURSELFAS AN EXPERIENCE DESIGNER
  • 19.
  • 20.
    DISCOVER DEFINE DEVELOPDELIVER USER EMPATHY Learner & stakeholder interviews Learner observation Learning analytics Persona CHALLENGE DEFINITION Workshops Affinity diagramming Scenario mapping How might we…? Problem statements RESEARCH Technology research Competitor analysis Service design blueprint Learner & stakeholder driven design research Gain insights and define challenges Develop possible learning solutions through iteration Improve and optimize final learner experience TESTING Usability testing A/B testing User observations & interviews Generalchallenge Specificchallenge Specificsolution PROTOTYPING Paper prototyping Journey mapping User testing Service design blueprint Information architecture IMPLEMENT Feedback loops A/B testing Learning analytics IDEA GENERATION Sketching Storyboarding Scenario mapping
  • 21.
  • 22.
    SIMILAR TECHNIQUES •  Journeymapping (emotional) •  Scenario mapping (narrative) •  Service Design Blueprint (channels)
  • 23.
  • 24.
  • 25.
    THE TEAM •  JoyceSeitzinger •  Mark Smithers Lecturers •  Annette Cook •  Nicola Hardy Digital Learning Team •  Spiros Soulis •  Angela Nicolettou •  Eloise Acuna
  • 26.
    INITIAL 3 HOURMAPPING SESSION
  • 27.
    FURTHER RESEARCH TOINFORM DIGITAL COLLABORATIVE MAP
  • 28.
  • 29.
  • 31.
    ADDRESS THE PAINPOINTS: IMPROVED COMMUNICATION CHANNELS
  • 32.
    LEARNER JOURNEY MAPPING– GETTING STARTED
  • 33.
    WHEN DO YOUUSE 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
  • 34.
    WHEN DO YOUUSE 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
  • 35.
    WHY DO YOUUSE JOURNEY MAPPING? •  To map all the bricks in your bricolage (even those beyond your control) •  To step away from your medium •  To design across contexts •  To facilitate conversation •  To facilitate collaboration
  • 36.
    MAP THE LEARNERPATH & TOUCH POINTS
  • 37.
    MAP THE PATHS& TOUCH POINTS OF OTHER STAKEHOLDERS & CHANNELS
  • 38.
    CONSIDER CHANNELS ASEITHER FRONT OF HOUSE / BACK OF HOUSE
  • 39.
  • 40.
  • 41.
  • 42.
    OUR PROJECT &YOUR BRIEF
  • 43.
    YOUR TURN: PROJECTBRIEF You have been asked to design a induction process for a new employee. (Persona: 27, some industry experience, one previous job, digitally confident) Brainstorm in your group the type of experience you may want to create. (3 mins)
  • 44.
    YOUR TURN: BEGINMAPPING THE LEARNER CHANNEL •  For your induction solution, map just the learner channel. •  Record each action as touch point (one post-it, dedicate one colour to this channel) •  Consider the following two as starting phases: Pre-start and First Day
  • 45.
    YOUR TURN: BEGINMAPPING THE MANAGER CHANNEL •  For your induction solution, begin mapping the manager or team channel. •  This is a “front-of-house” channel. •  Record each action as touch point. What does the manager or team do to meet the learner needs (one post-it, dedicate another colour to this channel)
  • 46.
    YOUR TURN: STARTMAPPING AN ARTEFACTS OR RESOURCES CHANNEL •  For your induction solution, set up a channel where you can capture the resources that need to be created (one post-it, dedicate another colour to this channel)
  • 47.
    YOUR TURN: STARTMAPPING AN ARTEFACTS OR RESOURCES CHANNEL •  For your induction solution, set up a channel where you can capture the resources that need to be created (one post-it, dedicate another colour to this channel)
  • 48.
    YOUR TURN: CONSIDER“BACK OF HOUSE” CHANNELS •  Which back of house channels might be needed in your journey map? •  Back of house is where things happen that the learner never sees, but which are needed for a successful solution anyway •  Consider: databases, processes that are triggers
  • 49.
    STAY IN TOUCH www.academictribe.co @catspyjamasnz@academictribe @lxdesign Facebook.com/academictribe Search: lxdesign joyce@academictribe.co