Learning Design Specialization

Learning Experience Design

Area · the learner's lived experience. Every resource in this area, with its grounding, sources, and relationships, set out in reading order.

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Section 1

About this area

The design of learning as it is actually experienced — how a learner moves through it, engages with it, and makes it their own. This area gathers the contributions that shape the experience itself, from motivation through practice, reflection, and the journey that holds them together.

Grounding. Experiential learning; human-centred design

This area at a glance
Resources in this area10
With a live page3
In development7

See this area in the context of the whole practice.

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

Section 3

References and resources

The theory and knowledge underpinning the resources in this area, cited by number above. Peer-reviewed and institutional sources link directly. Books and reports are cited in full so they can be found in any library catalogue.

  1. Learning theory1. Kolb, D. A. (1984). Experiential Learning: Experience as the Source of Learning and Development. Prentice Hall (2nd ed., Pearson, 2015).
  2. Learning sciences2. Bransford, J. D., Brown, A. L., & Cocking, R. R. (Eds.). (2000). How People Learn: Brain, Mind, Experience, and School (Expanded ed.). National Academy Press.
    https://nap.nationalacademies.org/catalog/9853/how-people-learn-brain-mind-experience-and-school
  3. Motivation3. 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.
    https://doi.org/10.1037/0003-066X.55.1.68
  4. Learning sciences4. 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).
  5. Learning sciences5. Mayer, R. E. (2009). Multimedia Learning (2nd ed.). Cambridge University Press.
  6. Learning sciences6. 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.
  7. Learning sciences7. Roediger, H. L., & Karpicke, J. D. (2006). “Test-Enhanced Learning: Taking Memory Tests Improves Long-Term Retention.” Psychological Science, 17(3), 249–255.
  8. Social learning8. Wenger, E. (1998). Communities of Practice: Learning, Meaning, and Identity. Cambridge University Press.
  9. Learning theory9. Vygotsky, L. S. (1978). Mind in Society: The Development of Higher Psychological Processes. Harvard University Press.
  10. Social learning10. Lave, J., & Wenger, E. (1991). Situated Learning: Legitimate Peripheral Participation. Cambridge University Press.
  11. Metacognition11. Flavell, J. H. (1979). “Metacognition and Cognitive Monitoring: A New Area of Cognitive–Developmental Inquiry.” American Psychologist, 34(10), 906–911.
  12. Reflective practice12. Schön, D. A. (1983). The Reflective Practitioner: How Professionals Think in Action. Basic Books.
  13. Human-centred design13. Norman, D. A. (2013). The Design of Everyday Things (Revised and Expanded ed.). Basic Books.
  14. Instructional design14. Wiggins, G., & McTighe, J. (2005). Understanding by Design (Expanded 2nd ed.). ASCD.
  15. Assessment15. Hattie, J., & Timperley, H. (2007). “The Power of Feedback.” Review of Educational Research, 77(1), 81–112.
  16. Usability16. Brooke, J. (1996). “SUS: A ‘Quick and Dirty’ Usability Scale.” In P. W. Jordan et al. (Eds.), Usability Evaluation in Industry. Taylor & Francis.

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