1 Re-learning learning design Moving beyond traditional instructional design Patrick Dunn.

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1

Re-learning learning design

Moving beyond traditional instructional designPatrick Dunn

2

Design?

“...a systematic approach to planning learning tasks and learning environments”. Goodyear

“…starts with the first gut feel that something needs to change; but when does it end? I don’t know… ”. Dunn

“...activity that translates an idea into a blueprint for something useful...”. Design Council

“...to fashion something from a well-developed plan” Wilson

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Design?

Performance improvement process

4

Design?

Communities

Games

Networked sims…EPSS

Courses

Blogs/wikis

5

Design?

Processes

People

Values & beliefsTools

Methods

Skills

6

We need more creativity and innovation

We need to ask “HOW?” not “WHAT?”

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8

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• Analyse learner needs• Produced detailed,

low-level objectives

Define the problem

• Break down the content; develop high level structure

• Design interface

Outline the solution

• Write scripts, including decisions re. use of media, interactions etc.

Design the detail

• Produce prototype• Main build• Test and roll out

Make & deploy

• Assess learner behaviour change

Evaluate

“When closely examined, good instructional systems design is more engineering than art”. O’Neal, Fairweather and Huh

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• Assumes that design is a linear way of working and thinking; that design

occurs in clear, discrete, sequential stages.

• Assumes that we can fully understand the problem we are dealing with

right at the start; that we can formulate highly detailed, low-level objectives

very early on.

• Is built on values of neatness, predictability, analysis, logic, efficiency,

clarity...

• Is designer/sponsor/organisation focussed (incorporates users mainly at

the start and the end of the process)

Traditional learning design practice

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And that’s fine if…

• The learning challenge you are tackling is fairly simple (not a major change,

not a difficult change, learners are well motivated etc. etc.)

• You can get your head round the problem fully to start with

• You’re working in a fairly simple, stable organisational environment

• You’ve a well-understood, highly consistent group of learners

• And above all, you’ve tackled problems/solutions just like this one quite a few

times before (it’s another e-learning course!)

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And there are quite a few learning problems around like this.

And current learning design practice deals with them fairly well on the whole.

But on the whole they’re not the problems that really matter.

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Industrial Age Information Age

Standardisation Customisation

Bureaucratic organisation Team-based (networked?) organisation

Centralised control Autonomy with responsibility

Adversarial relationships Cooperative relationships

Autocratic decision making Shared decision making

Compliance Initiative

Conformity Diversity

One-way communication Networking

Compartmentalisation Holism

Parts oriented Process oriented

Planned obsolescence Total quality

CEO or boss as “King” Customer as “king”

Reigeluth, 1999

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Was… Is now (and forever more…)

Few options:

• Courses

• Workshops

• Booklets

• Videos

Many options – and increasing:

As before plus: blogs, blended games,

simulations, communities, mobile

information, epss, remote coaching etc. etc.

Clear design constraints:

• Learning objectives

• Learner profiles

• Time

• Cost

Unclear design constraints:

As before plus: technology infrastructure,

organisation culture, user fashion, national/

geographical culture etc. etc.

Dunn, 2003

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Traditional learning design practice

Fully understand the problem; low-

level objectives

Linear way of working and thinking;

design as clear, discrete, sequential

stages.

Neatness, predictability, analysis,

logic, efficiency, clarity...

Designer/sponsor/organisation

focussed

17

Traditional learning design practice Design practice: other disciplines

Fully understand the problem; low-

level objectives

Understand the problem through the

design process; set broad goals and

let low-level objectives emerge

Linear way of working and thinking;

design as clear, discrete, sequential

stages.

Non-linear, cyclical working; stages

difficult to define.

Neatness, predictability, analysis,

logic, efficiency, clarity...

Messiness, exploration, intuition

balanced with analysis, fuzziness, play

Designer/sponsor/organisation

focussed

User-focussed

18

Existing learning design practice Design practice: other disciplines

Fully understand the problem; low-

level objectives

Understand the problem through the

design process; set broad goals and

let low-level objective emerge

Linear way of working and thinking;

design as clear, discrete, sequential

stages.

Non-linear, cyclical working; stages

difficult to define.

Neatness, predictability, analysis,

logic, efficiency, clarity...

Messiness, exploration, intuition

balanced with analysis, fuzziness, play

Designer/sponsor/organisation

focussed

User-focussed

DesignInnovative! Solves complex, unfamiliar problems

EngineeringReliable! Solves simple, familiar problems

“At 3M, A Struggle Between Efficiency And Creativity”

http://www.businessweek.com/magazine/content/07_24/b4038406.htm

“What humans can’t engineer, evolution can”Out of Control, Kevin Kelly

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So…

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Some areas to think about…

• Prototype early and often

• Let your users drive your design

• Act first

• Build on the “Big Idea”

• (Cultivate the right kind of people)

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Specification v Prototyping

See Michael Schrage – “Serious Play”

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Start End

“Yes – that’s ok. Just a few minor changes…”

Project duration PrototypeSpec

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Start End

“We’ve got some really great ideas…”

Project duration Prototype Spec

• Something concrete to form opinions round

• Common mental models• A great foundation for analysis• A source of ideas

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“In plain language, first decide what you think might be an

important aspect of the problem, develop a crude design

on this basis and then examine it to see what else you

can discover about the problem”

Bryan Lawson – “How Designers Think”

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Standard prototyping Early prototyping

Is part of a controlled, linear process Is part of an exploratory, iterative

process

Occurs during the build/development

phase

Occurs at the start – but what phase is

it in?

Is all about approval and control: “no

further changes please”

Is all about questioning, generating

ideas, creativity, challenging

assumptions: “change everything!”

Is neat and tidy; a finished product Is deliberately messy, broken…

Produces one prototype Produces a number of iteratively

refined prototypes

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This is all about culture and values, not just process.

It’s about thinking of design in a different way.

David Kelley, of IDEO, talks of moving from “specification-

driven cultures to prototype-driven cultures.”

Prototype-driven cultures are better able to innovate.

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• Analyse learner needs

• Produced detailed, low-level objectives

Define the problem

• Break down the content; develop high level structure

• Design interface

Outline the solution

• Write scripts, including decisions re. use of media, interactions etc.

Design the detail

• Produce prototype• Main build• Test and roll out

Make & deploy

• Assess learner behaviour change

Evaluate

Are learners involved?

29

• Analyse learner needs• Produced detailed,

low-level objectives

Define the problem

• Break down the content; develop high level structure

• Design interface

Outline the solution

• Write scripts, including decisions re. use of media, interactions etc.

Design the detail

• Produce prototype• Main build• Test and roll out

Make & deploy

• Assess learner behaviour change

Evaluate

Are learners involved?

30

Out of the 32 e-learning projects I studied between 2003

and 2007, only 4 had significant contact with users

(learners) before the project was 50% complete.

31

• Analyse learner needs

• Produced detailed, low-level objectives

Define the problem

• Break down the content; develop high level structure

• Design interface

Outline the solution

• Write scripts, including decisions re. use of media, interactions etc.

Design the detail

• Produce prototype• Main build• Test and roll out

Make & deploy

• Assess learner behaviour change

Evaluate

Not enough direct contact with users/learners

The wrong kind of contact with users/learners

Are learners involved?

32

“I can no longer imagine doing what I’d do without getting to know my users

like I know my neighbours. Only the most naïve novice designer would

proceed very far without deeply involving users”.

Product Designer interview - 2005

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Research shows that up to 80% of change requests on a software project can be caused by "unmet or unforeseen user requirements".

http://www.flow-interactive.com/businesscaseFlow Interactive

Effort

Time

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35

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Act first

“Some enterprise processes are heavy on the aiming. The problem is that they spend so much time aiming, they never hit the target.” codesmack.com/blog/category/t-shirt-tuesday

/

“Design is a conversation with your materials.”

Donald Schon

37

Strategy

Analysis

Design

Build

Test

Transition

Not “waterfalls" of over-structured, self-absorbed hesitation.

Act first

Spirals of exploratory, business-focused action…

Boehm, 1988

38

“In many situations, I don’t see the point in producing endless

plans and descriptions of what you’re going to develop. With

the right tools, you can make a representative version of what

you’re aiming for – in the same time and for the same cost.”

Stephen Walsh – Kineo

39

Traditional learning design thinking/theory/practice is very “parts oriented”, not

“whole oriented”; doesn’t encourage designers to think about unifying ideas, big

ideas. Can lead to:

• Losing sight of business/organisational objectives; the main point

• “Creatocidal tendencies”; stunting innovation

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What’s What’s the big the big idea?idea?

The “primary generator”

(Darke)

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It’s got curves

(it’s a gherkin)

Everything’s outside…

The staircases are outside

It’s falling over

42

Business/organisational

problem

courses

blogs

coaching

EPS

gamescommunity tools

simulations

virtual classroom

document repositories

workbooks

special projects

43

simulations

• Learning strategy• The “Big Idea”

courses

blogs

coaching

EPS

games community tools

virtual classroom

document repositories

workbooks

special projects

Business/organisational

problem

…causes people to change

Principles of learning

“This is emotive case-based learning. By adopting the role of protagonists in authentic situations, and rehearsing the skills required to reduce culturally-induced tension, learners will get to feel what it’s like to cope when challenges arise. That’s what will drive the process of change.”

44

EMOTIVE

CASE

BASED

LEARNING

45

“I never thought I would give an entry

al 10s…”

“… it did everything right…” Cultural Awareness E-learning

Brandon Hall Gold Award, 2007

Produced by LINE Communications

46

Cultivating the right kind of people

ESTJ ISTP ENTJ INTP

ISTJ ESTP INTJ ENTP

ISFJ ESFP INFJ ENFP

ESFJ ISFP ENFJ INFP

42%

Durling, Cross and Johnson, 1996

XX

47

Existing learning design practice Design practice: other disciplines

Fully understand the problem; low-level

objectives

Understand the problem through the design

process; set broad goals and let low-level

objective emerge

Linear way of working and thinking; design

as clear, discrete, sequential stages.

Non-linear, cyclical working; stages difficult

to define.

Neatness, predictability, analysis, logic,

efficiency, clarity...

Messiness, exploration, intuition balanced

with analysis, fuzziness, play

Designer/sponsor/organisation focussed

User-focussed

Design Engineering

48

“If you keep doing what you always did, you’ll keep getting what you

always got”Loretta Mary Aiken

Thank you

patrick@networked-learning.com

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