Re-learning learning design Moving beyond traditional instructional design Patrick Dunn 1 “...a systematic approach to planning learning tasks and learning environments”. “...to fashion something from a well-developed plan” Goodyear Wilson Design? “...activity that translates an idea into a blueprint for something useful...”. Design Council “…starts with the first gut feel that something needs to change; but when does it end? I don’t know… ”. Dunn 2 Design? Performance improvement process 3 Communities Blogs/wikis Design? Games Courses EPSS Networked sims… 4 Processes Skills Design? People Methods Tools Values & beliefs 5 We need more creativity and innovation We need to ask “HOW?” not “WHAT?” 6 7 8 Define the problem Outline the solution • • • Analyse learner needs Produced detailed, low-level objectives • Break down the content; develop high level structure Design interface Design the detail • Write scripts, including decisions re. use of media, interactions etc. Make & deploy • • • Produce prototype Main build Test and roll out Evaluate • Assess learner behaviour change “When closely examined, good instructional systems design is more engineering than art”. O’Neal, Fairweather and Huh 9 Traditional learning design practice • 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) 10 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!) 11 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. 12 13 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 14 Was… Is now (and forever more…) Few options: Many options – and increasing: • Courses As before plus: blogs, blended games, • Workshops simulations, communities, mobile • Booklets information, epss, remote coaching etc. etc. • Videos Clear design constraints: Unclear design constraints: • Learning objectives As before plus: technology infrastructure, • Learner profiles organisation culture, user fashion, national/ • Time geographical culture etc. etc. • Cost Dunn, 2003 15 Traditional learning design practice Fully understand the problem; lowlevel objectives Linear way of working and thinking; design as clear, discrete, sequential stages. Neatness, predictability, analysis, logic, efficiency, clarity... Designer/sponsor/organisation focussed 16 Traditional learning design practice Design practice: other disciplines Fully understand the problem; low- Understand the problem through the level objectives design process; set broad goals and let low-level objectives emerge Linear way of working and thinking; Non-linear, cyclical working; stages design as clear, discrete, sequential difficult to define. stages. Neatness, predictability, analysis, Messiness, exploration, intuition logic, efficiency, clarity... balanced with analysis, fuzziness, play Designer/sponsor/organisation User-focussed focussed 17 “What humans can’t engineer, evolution can” Existing learning design practice Design practice: other disciplines Out of Control, Kevin Kelly Fully understand the problem; low- Engineering level objectives Understand the problem through the Design design process; set broad goals and Innovative! Solves Reliable! Solves simple, familiar problems let low-level objective emerge complex, unfamiliar problems Linear way of working and thinking; Non-linear, cyclical working; stages design as clear, discrete, sequential difficult to define. stages. Neatness, predictability, analysis, Messiness, exploration, intuition logic, efficiency, clarity... “At 3M, balanced A Struggle Between Efficiency with analysis, fuzziness,And playCreativity” Designer/sponsor/organisation http://www.businessweek.com/magazine/content/07_24/b4038406.htm User-focussed focussed 18 So… 19 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) 20 Specification v Prototyping See Michael Schrage – “Serious Play” 21 “Yes – that’s ok. Just a few minor changes…” Spec Start Prototype Project duration End 22 “We’ve got some really great ideas…” Prototype Start • Something concrete to form opinions round • Common mental models • A great foundation for analysis • A source of ideas Spec Project duration End 23 “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” 24 Standard prototyping Early prototyping Is part of a controlled, linear process Is part of an exploratory, iterative process Occurs during the build/development Occurs at the start – but what phase is phase it in? Is all about approval and control: “no Is all about questioning, generating further changes please” 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 25 26 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 “specificationdriven cultures to prototype-driven cultures.” Prototype-driven cultures are better able to innovate. 27 Are learners involved? Define the problem Outline the solution • • • Analyse learner needs Produced detailed, low-level objectives • Break down the content; develop high level structure Design interface Design the detail • Write scripts, including decisions re. use of media, interactions etc. Make & deploy • • • Produce prototype Main build Test and roll out Evaluate • Assess learner behaviour change 28 Are learners involved? Define the problem Outline the solution • • • Analyse learner needs Produced detailed, low-level objectives • Break down the content; develop high level structure Design interface Design the detail • Write scripts, including decisions re. use of media, interactions etc. Make & deploy • • • Produce prototype Main build Test and roll out Evaluate • Assess learner behaviour change 29 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. 30 Are learners involved? Define the problem Outline the solution • • • Analyse learner needs Produced detailed, low-level objectives • Break down the content; develop high level structure Design interface Design the detail • Write scripts, including decisions re. use of media, interactions etc. Make & deploy • • • Produce prototype Main build Test and roll out Evaluate • Assess learner behaviour change Not enough direct contact with users/learners The wrong kind of contact with users/learners 31 “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 32 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/businesscase Flow Interactive Effort Time 33 34 35 Act first “Design is a conversation with your materials.” Donald Schon “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/cat egory/t-shirt-tuesday/ 36 Act first Boehm, 1988 Strategy Analysis Design Build Test Transition Spirals of exploratory, business-focused action… Not “waterfalls" of over-structured, self-absorbed hesitation. 37 “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 38 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 39 What’s the big idea? The “primary generator” (Darke) 40 The staircases are outside Everything’s outside… It’s got curves (it’s a gherkin) It’s falling over 41 games community tools courses blogs simulations coaching Business/ organisational problem EPS virtual classroom workbooks document repositories special projects 42 games community tools courses simulations blogs coaching “This is emotive case-based learning. By adopting the role of protagonists in authentic situations, and rehearsing the Business/ skills people required to reduce culturally…causes organisational to change tension, learners induced will get to feel problem what it’s like to cope when challenges arise. That’s what will drive the process of change.” • Learning strategy • The “Big Idea” Principles of learning EPS virtual classroom document repositories workbooks special projects 43 44 “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 45 X X Cultivating the right kind of people ESTJ ISTP ENTJ INTP ISTJ ESTP INTJ ENTP 42% ISFJ ESFP INFJ ENFP ESFJ ISFP ENFJ INFP Durling, Cross and Johnson, 1996 46 Engineering Design Existing learning design practice Design practice: other disciplines Fully understand the problem; low-level Understand the problem through the design objectives process; set broad goals and let low-level objective emerge Linear way of working and thinking; design Non-linear, cyclical working; stages difficult to as clear, discrete, sequential stages. define. Neatness, predictability, analysis, logic, Messiness, exploration, intuition balanced efficiency, clarity... with analysis, fuzziness, play Designer/sponsor/organisation focussed User-focussed 47 “If you keep doing what you always did, you’ll keep getting what you always got” Loretta Mary Aiken Thank you [email protected] 48
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