Section 2
The 10 resources in this area
Each entry states what the resource contributes, what grounds it, whether a live page exists, the resources most like it within this area, and the connections that run beyond it.
Learning Experience Architecture
The five-phase rhythm — Why · See · Try · Share · Reflect
Published resource
The end-to-end arc a learner moves through, designed as one coherent journey rather than a sequence of modules. It is the organizing spine of the experience work, and the frame every other contribution in this area extends.
Grounding. Experiential learning (Kolb); the Why→See→Try→Share→Reflect rhythm
Read the Learning Experience Architecture resource
Sources
- Reference 1: Kolb, D. A. (1984). Experiential Learning: Experience as the Source of Learning and Development. Prentice Hall (2nd ed., Pearson, 2015).
- Reference 2: Bransford, J. D., Brown, A. L., & Cocking, R. R. (Eds.). (2000). How People Learn: Brain, Mind, Experience, and School (Expanded ed.). National Academy Press.
Most related, by shared theory and theme
Connected contributions
Designing for Motivation & Relevance
Why adult learners engage — or quietly disengage
In development
Anchoring learning to a learner's real circumstances and existing expertise before content is introduced, so relevance and autonomy carry the motivational work. It addresses the most common reason programs fall short: attention and completion that quietly decline.
Grounding. Self-Determination Theory (Ryan & Deci)
Sources
- Reference 3: Ryan, R. M., & Deci, E. L. (2000). “Self-Determination Theory and the Facilitation of Intrinsic Motivation, Social Development, and Well-Being.” American Psychologist, 55(1), 68–78.
Most related, by shared theory and theme
Connected contributions
Where this work leads
Managing Cognitive Load
Learning that working memory can hold
In development
Chunking, sequencing, worked examples, and multimedia principles that keep dense material within the limits of attention and memory. It matters most where content is genuinely complex, as in research and health settings.
Grounding. Cognitive Load Theory (Sweller); Multimedia Learning (Mayer)
Sources
- Reference 4: Sweller, J. (1988). “Cognitive Load During Problem Solving: Effects on Learning.” Cognitive Science, 12(2), 257–285. See also Sweller, Ayres & Kalyuga, Cognitive Load Theory (Springer, 2011).
- Reference 5: Mayer, R. E. (2009). Multimedia Learning (2nd ed.). Cambridge University Press.
Most related, by shared theory and theme
Connected contributions
Where this work leads
Experiential Learning Infrastructure
Learning by doing, built to last
Published resource
The conditions and structures that let adult learners practise, make consequential mistakes, and build capability through experience rather than exposure. It treats error as a designed source of feedback, not a failure of instruction.
A resource in two areas. Its home is Learning Experience Design, and it is also part of the Learning Systems Design set.
Grounding. Experiential learning (Kolb); retrieval practice & desirable difficulties (Bjork)
Read the Experiential Learning Infrastructure resource
Sources
- Reference 1: Kolb, D. A. (1984). Experiential Learning: Experience as the Source of Learning and Development. Prentice Hall (2nd ed., Pearson, 2015).
- Reference 6: Bjork, R. A., & Bjork, E. L. (2011). “Making Things Hard on Yourself, but in a Good Way: Creating Desirable Difficulties to Enhance Learning.” In Psychology and the Real World. Worth Publishers.
- Reference 7: Roediger, H. L., & Karpicke, J. D. (2006). “Test-Enhanced Learning: Taking Memory Tests Improves Long-Term Retention.” Psychological Science, 17(3), 249–255.
Most related, by shared theory and theme
Connected contributions
Where this work leads
Learning Community Design & Facilitation
Peer learning and communities of practice
Published resource
Designing the social layer of learning — structured peer exchange, collaborative sense-making, and communities of practice that let expertise circulate rather than sit in silos. It is also the capability that sustains evidence use in knowledge mobilization.
A resource in two areas. Its home is Learning Experience Design, and it is also part of the Learning Systems Design set.
Grounding. Zone of proximal development (Vygotsky); communities of practice (Wenger)
Read the Learning Community Design & Facilitation resource
Sources
- Reference 8: Wenger, E. (1998). Communities of Practice: Learning, Meaning, and Identity. Cambridge University Press.
- Reference 9: Vygotsky, L. S. (1978). Mind in Society: The Development of Higher Psychological Processes. Harvard University Press.
- Reference 10: Lave, J., & Wenger, E. (1991). Situated Learning: Legitimate Peripheral Participation. Cambridge University Press.
Most related, by shared theory and theme
Connected contributions
Where this work leads
Designing for Reflection & Transfer
Making learning adapt to new situations
In development
Reflection and metacognition designed in, so learners can make what they have learned their own and re-deploy it in situations the designer could not anticipate. It is the experience-level form of closing the distance between knowing and doing.
Grounding. Metacognition (Flavell); reflective practice (Schön); Bransford et al.
Sources
- Reference 11: Flavell, J. H. (1979). “Metacognition and Cognitive Monitoring: A New Area of Cognitive–Developmental Inquiry.” American Psychologist, 34(10), 906–911.
- Reference 12: Schön, D. A. (1983). The Reflective Practitioner: How Professionals Think in Action. Basic Books.
- Reference 2: Bransford, J. D., Brown, A. L., & Cocking, R. R. (Eds.). (2000). How People Learn: Brain, Mind, Experience, and School (Expanded ed.). National Academy Press.
Most related, by shared theory and theme
Connected contributions
Where this work leads
Learner Research: Human-Centred Design
Understanding learners before designing for them
In development
UX research applied to learning — interviews, empathy mapping, personas, journey mapping, and synthesis — so programs are grounded in who learners actually are rather than who they are assumed to be. At organizational scale, the same inquiry becomes needs analysis.
A resource in two areas. Its home is Learning Experience Design, and it is also part of the Learning Systems Design set.
Grounding. Human-centred design; UX research methods
Sources
- Reference 13: Norman, D. A. (2013). The Design of Everyday Things (Revised and Expanded ed.). Basic Books.
Most related, by shared theory and theme
Connected contributions
Where this work leads
Assessment & Feedback as Experience
Feedback that drives learning, not anxiety
In development
Designing assessment and feedback as part of the learning itself — authentic tasks, timely formative feedback, and productive challenge — rather than as a terminal measurement. It works alongside barrier removal, but is a distinct concern.
Grounding. Authentic assessment (Wiggins & McTighe); feedback research
Sources
- Reference 14: Wiggins, G., & McTighe, J. (2005). Understanding by Design (Expanded 2nd ed.). ASCD.
- Reference 15: Hattie, J., & Timperley, H. (2007). “The Power of Feedback.” Review of Educational Research, 77(1), 81–112.
Most related, by shared theory and theme
Connected contributions
Where this work leads
Backward Design in Practice
Aligning outcomes, assessment, and activity
In development
Holding a single learning experience coherent by starting from the intended outcome, then the evidence of it, then the activity — so nothing in the experience is arbitrary. It answers a recurring need in program and accreditation contexts.
Grounding. Backward design (Wiggins & McTighe)
Sources
- Reference 14: Wiggins, G., & McTighe, J. (2005). Understanding by Design (Expanded 2nd ed.). ASCD.
Most related, by shared theory and theme
Connected contributions
Where this work leads
Testing & Iterating the Experience
Usability methods for learning
In development
Treating a learning experience as something to be tested with real learners and improved — usability testing, beta cycles, and quality assurance — before and after it is delivered. It is the formative counterpart to downstream impact evaluation.
Grounding. Usability testing; System Usability Scale
Sources
- Reference 16: Brooke, J. (1996). “SUS: A ‘Quick and Dirty’ Usability Scale.” In P. W. Jordan et al. (Eds.), Usability Evaluation in Industry. Taylor & Francis.
- Reference 13: Norman, D. A. (2013). The Design of Everyday Things (Revised and Expanded ed.). Basic Books.
Most related, by shared theory and theme
Connected contributions
Where this work leads
An interactive version of this area map presents the same content as a navigable diagram, and the full practice landscape sets it beside the other areas.