Tag: design

A slight misnomer

I confess that whenever I see someone has cited their job title as “Learning Experience Designer” my first reaction is skepticism.

As the joke goes, a data scientist is a statistician who lives in San Francisco. So too at times, it seems a learning experience designer is an instructional designer who lives in Sydney.

A hipster with the words: Asks for a biscotti, you mean a biscotto.

Aggrandising one’s title is hardly new, so I’ve been pondering why this title bothers me so much. And I think I’ve cracked it.

According to yours truly, a true learning experience designer applies User Experience (UX) design methodology to their role. Sure, instructional design and solution development remain critical skills, but arguably more important is ensuring the solution meets the needs of the learner in the first place. This is where user-centered approaches such as design thinking come into play.

Thus the term “Learning Experience Designer” is a slight misnomer. Yes, such a person designs learning experiences; but the point is that by looking through the lens of UX, they position the learner as the user.

Hence I propose the term “Learner Experience Designer” as a pedantic yet meaningful adjustment that better represents the nature of the role.

Gift horses

If I had asked people what they wanted, they would have said faster horses.

I’m fascinated by this quote that Henry Ford may or may not have uttered.

In The best of both worlds I promoted Design Thinking as a means of using customer insights to inform strategic decision making. However, as the above quote suggests, customers don’t know what they don’t know. Sometimes it takes an expert to show them.

In an era in which the very existence of the L&D department is attracting evermore scrutiny, the role of the “expert” in our context is becoming increasingly pertinent. I have long been of the opinion that L&D professionals should dispense with being the SME of what is being trained; and instead be the SME of how it’s being trained.

Under this paradigm, we are the experts in the science and practice of learning and development, and we consult the business accordingly.

This resonates with me because beyond the education and research I invest in myself, I’ve been around the block a few times. I have a strong idea of what will work, not only because I’ve read up on it and thought deeply about it, but also because I’ve seen it play out with my own eyes.

I also get paid to focus on my portfolio every day. I consider it not only my mandate, but an ethical obligation, to originate and innovate.

Horses in a pasture

So I’m more than comfortable with L&D professionals pushing the envelope on the basis of knowledge, curiosity, creativity and experience – so long as these activities are put through the Design Thinking cycle too.

By this I mean be confident that your idea is a sound one, but not so arrogant as to instil it with blind faith. Put your one-man (in my case) fruit of ideation to your customers to check it will work for them. While you’re at it, confirm the problem statement is indeed one that needs to be solved.

So much for Design Thinking being linear!

Then proceed with prototyping and testing, prior to launching an MVP, and iterating and evolving it.

In this way, the promise of expertise is tempered by an agile approach. It hedges the bet not only by building confidence pre-launch, but also by minimising potential losses post-launch.

Ford Mustang emblem depicting a galloping horse

If Mr Ford had resigned himself to breeding faster horses, he never would have launched the Model T.

In our admirable quest to utilise our customers as a source of innovation, let’s balance that approach by empowering the experts whom we have hired to practise their expertise.

Lest the L&D department be put out to pasture.

The best of both worlds

There’s no point landing the perfect plane at the wrong airport.

That’s an analogy someone shared with me several years ago to explain Design Thinking, and it has resonated with me ever since for two reasons. Firstly, it exposes the solution-first approach that pervades the corporate sector; and secondly, it challenges our obsession with perfection.

When I look across the business landscape, I’m continually surprised by the decisions that some companies make on behalf of their customers, without those decisions being informed by said customers. It’s more prevalent then you might think. We humans are beset by bias, prejudice, arrogance and self-importance. We make assumptions and just know what is best for others. So we launch blind. No wonder so many initiatives fail.

Likewise I am continually surprised by the great lengths to which some companies go to ensure their product is flawless. All that time spent prior to launch represents time out of the market. And all those eggs put into the one basket means if it fails, it fails hard.

Empathize, Define, Ideate, Prototype, Test

Design Thinking promises to overcome these problems by recasting the customer as the source of innovation rather than merely the recipient. Moreover, it’s agile – in the sense that it combines speed to market with continuous improvement.

Perhaps the most widely recognised variant of Design Thinking is the 5-stage framework espoused by Stanford University’s d.school. I won’t bother delving into its details when countless others have already done so. Suffice to say it involves empathising with your customers to find out what they really need; using those insights to define the problem you’ll solve for them; generating ideas for a potential solution; prototyping and testing (and modifying) the solution; prior to launching a minimum viable product (MVP).

Design Thinking is an iterative process, with an emphasis on cycles of learning: informing your decisions with intelligence; trying them out; failing fast; failing cheap; adapting; approaching ever closer to designing the right thing, and designing it right, to maximise its probability of success.

And it doesn’t end at launch. The MVP is a starting point, not an end point. In the heat of the market, the cycle of learning continues, and so the product evolves.

Design Thinking is at the intersection of evidence and delivery

Of course Design Thinking has no shortage of detractors. One commentator likens it to syphilis (!) while others are even more offensive, calling it linear.

Much of the disdain appears to stem from the evangelism practised by fanbois who worship the idol of Design Thinking, the healer of all ills (including, no doubt, syphilis).

I also find the language of the protagonists sometimes misleading; for example, IDEO – the proponent of Human Centered Design, Design Thinking’s alter ego – claims “you’ll know that your solution will be a success because you’ve kept the very people you’re looking to serve at the heart of the process”. I know what they’re getting at, and I agree with the sentiment, but anyone with a freshman’s appreciation of statistics understands you can’t possibly know an outcome based on a sample. The best you can do is infer; or in layman’s terms, increase your confidence.

Nonetheless, I’m prepared to see past the breathless zeal and call myself an advocate of Design Thinking. Why? Because I consider it the best of both worlds: it’s evidence based, and it delivers.

Do your homework to check you’ll add real value, but get on with it and start adding that value now.

Over time, the value will grow.

Let’s get rid of the instructional designers!

That’s the view of some user-oriented design proponents.

It’s something I remembered while writing my last blog post about user-generated content. Whereas that post explored the role of the learner in the content development process, how about their role in the broader instructional design process?

I wrote a short (1000 word) assignment on the latter at uni several years ago – in the form of a review of a chapter written by Alison Carr-Chellman and Michael Savoy – and it’s a concept that has resonated with me ever since.

Here I shall share with you that review, unadulterated from its original form except for adding an image to represent the user empowerment continuum, replacing the phrase “preferred learning styles” with “learning preferences”, and hyperlinking the reference.

Whether or not the more “progressive” design philosophies resonate with you, at the very least I hope they provoke your thinking…

Colleagues collaborating around a table with sticky notes

Introduction

Carr-Chellman & Savoy (2004) provide a broad overview of user design. They define the term user design, compare it against other methodologies of user-oriented design, identify obstacles to its successful implementation, and finally make recommendations for the direction of further research.

Definition

According to Carr-Chellman & Savoy (2004), traditional instructional design methodologies disenfranchise the user from the design process. In a corporate organisation, for example, the leaders will typically initiate the instructional design project, an expert designer will then analyse the situation and create a design, and finally, the leaders will review the design and either approve it or reject it. The role of the user, then, is simply to use the system (or perhaps circumvent it).

In contrast to traditional instructional design methodologies, user design enables the users to participate in the design process. Instead of just using the system, they are involved in its design. Furthermore, their role is more than just providing input; they are active participants in the decision-making process.

Comparison against other methodologies

Carr-Chellman & Savoy (2004) carefully distinguish user design from other methodologies of user-oriented design, namely user-centered design and emancipatory design.

User empowerment continuum, featuring traditional instructional design at the lowest extremity, then user-centered design, then user design, then emancipatory design at the highest extremity.

User-centered design

According to Carr-Chellman & Savoy (2004), user-centered design methodologies consider the needs of the user during the design process. In educational situations, for example, the expert designer may analyse the target audience, identify their learning preferences, and perhaps run a pretest. In tool usage situations, he or she may distribute user surveys or conduct usability testing. The goal of these activities is to obtain extra information to assist the designer in creating a better system for the users.

The key difference between user-centered design and user design is the level of participation of the users in the design process. Under a user-centered design model, the designer considers the needs of the users, but ultimately makes the design decisions on their behalf.

Under a user design model, however, the needs of the users go beyond mere food for thought. The users are empowered to make their own design decisions and thereby assume an active role in the design process.

Emancipatory design

If traditional design occupies the lowest extremity of the user empowerment continuum, and user-centered design occupies a step up from that position, then emancipatory design occupies the opposite extremity.

Emancipatory design dispenses with the role of the expert designer and elevates the role of the users, so that in effect they are the designers. This methodology charges the users with full responsibility over all facets of the design process, from initiation, through analysis, design, review, to approval. Instead of having a system imposed on them, the users have truly designed it for themselves, according to their own, independent design decisions.

Emancipatory design is founded on issues of conflict and harmony in the disciplines of social economics and industrial relations. Carr-Chellman & Savoy (2004) recognise that the goal of emancipatory design is “more to create change and vest the users and frontline workers in organisational outcomes than it is actually to create a working instructional system”. Hence, emancipatory design may not be a universal instructional design methodology.

User design

User design fits between the extremes of the user empowerment continuum. Whereas traditional design and user-centered design remove the user from the active design process, and conversely, emancipatory design removes the expert designer from the process, user design merges the roles into the shared role of “co-designer”. It strikes a balance between the two perspectives by including contributions from both parties.

Arguably, user design is a universal instructional design methodology. Whereas traditional design and user-centered design devalue the role of the users in the active design process, emancipatory design devalues the role of the expert designer.

User design, however, values both roles. It recognises the necessity of the active involvement of users, because they are the experts in their domain and will be the ones operating the system. However, users can not be expected to understand the science of design. The active involvement of an expert designer is critical in guiding the design process and driving the work towards an efficient and effective outcome.

Obstacles

Carr-Chellman & Savoy (2004) identify numerous obstacles to the successful implementation of user design, including the reluctance of designers and leaders to share their decision-making powers with users, the inclusion of users too late in the design process, the tendency to categorise users into a homogenous group, and the lack of user motivation to participate in design activities.

Further Research

Carr-Chellman & Savoy (2004) claim that research specific to user design within instruction systems is scarce, and much of the research into other user-oriented design methodologies lacks scientific rigour. Therefore, they recommend the following actions for the research community:

  1. To create a standardised language to define user design and to distinguish it from other user-oriented design methodologies,
  2. To study the implementation of user design across different variables, such as user profile, subject area and mode of delivery, and
  3. To communicate the success of user design in terms of “traditional measures of effectiveness” for the purpose of influencing policymakers.

Furthermore, Carr-Chellman & Savoy (2004) recommend that researchers adopt the participatory action research (PAR) method of inquiry. They argue that PAR democratises the research process and, consequently, is ideologically aligned with the principles of user design.

It can be argued, therefore, that Carr-Chellman & Savoy (2004) promote both user design and user research. Their vision for users is not only to assume the role of “co-designer”, but also of “co-researcher”.

Reference

Carr-Chellman, A. & Savoy, M. (2004). User-design research, in Handbook of Research on Educational Communication and Technology, 2nd ed, D. H. Jonassen (Ed), pp. 701-716, New Jersey, USA: Lawrence Erlbaum.