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LX JOURNEY MAPPING
WORKSHOP
INTRODUCTIONS
•  Joyce Seitzinger – Academic Tribe
•  If you’re tweeting, use #odlaa #lxdesign
•  Naming circle
•  Who you are, what you do, your
superpower
TODAY
1.00 - 1.30 Intros and intro to LX
1.30 – 3.00 Design sprint 1 – User & topic
research (Empathy maps, persona, desktop
research)
3.00 – 5.00 Design sprint 2 – Develop &
iterate solutions (Visual slam, vision devt,
journey mapping)
WHAT IS LEARNING
EXPERIENCE DESIGN?
TRANSCENDING MATERIAL
“Experience is not about good industrial
design, multi-touch, or fancy interfaces. It is
about transcending the material. It is about
creating an experience through a device.”
MARC HASSENZAHL
Digital platforms + Digital products + Digital services
+ F2F events & interactions+ Digital support
EXPERIENCE DESIGN
It is crucial to view experience as the consequence
of many different systems.
Experience emerges from the intertwined works of
perception, action, motivation, emotion and
cognition in dialogue with the world (place, time,
people and objects).
Experience Design: Technology for all the right reasons
Marc Hassenzahl
Meaningful
Pleasurable
Convenient
Usable
Reliable
Functional
LX PYRAMID
The Learner Experience
Pyramid describes different
levels at which learning
resources, services, solutions
and systems can be
experienced by learners &
staff.
Based on CX Pyramid by
Aberdeen Research after
Mark Scibelli and Stephen
Anderson.
FOCUS ON EXPERIENCES
FOCUS ON TASKS
Many traditional
LMS & learning
resource
experiences
Transformational
learning
experiences
Has personal significance
Memorable experience worth
sharing
Easy to use, works as
expected
Used without difficulty
Is available &
accurate
Works with
inconvenience
USER EXPERIENCE DESIGN
…to achieve high-quality user experience in a
company's offerings there must be a seamless merging
of the services of multiple disciplines.
The first requirement for an exemplary user experience
is to meet the exact needs of the customer, without fuss
or bother.
Don Norman, & Jakob Nielsen
The world is complex, and so too must be the activities
that we perform. But that doesn’t mean that we must
live in continual frustration. No. The whole point of
human-centered design is to tame complexity, to turn
what would appear to be a complicated tool into one
that fits the task, that is understandable, usable,
enjoyable.
Don Norman,
The Design of Everyday Things
HUMAN-CENTRED DESIGN
SERVICE DESIGN THINKING
Service design is the intentional and
thoughtful design of internal and
customer-facing activities needed to
deliver a service. Where experience design
concerns itself only with the customer-
facing aspects, service design looks also at
the experience of staff.
This Is Service Design Thinking
METHODOLOGY
EMPATHY FOR THE USER
EMPATHY FOR THE USER
“Empathy is a noun. A thing. It is an
understanding you develop about another
person. Empathizing is the use of that
understanding – an action.”
INDI YOUNG
DO WE NEED LEARNER
EXPERIENCE DESIGN?
A DESIGN SCIENCE FOR EDUCATION
“Educational technologists needs to
develop a set of principled working
practices....that contribute to a design
science for education.”
EILEEN SCANLON
TEACHING AS A DESIGN SCIENCE
Because technology is changing both what
and how students learn we can only lead
educational innovation by being clear about
the principles of designing good teaching
and learning and therefore what education
needs from technology.
DIANA LAURILLARD
LX DESIGNERS
Dr. Jess Knott
MSU
Phil Denman
SDSU
Myra Travin
UNIVentures
Joyce Seitzinger
Academic Tribe
LX DESIGN IS PEDAGOGY
AGNOSTIC
https://techknowtools.wordpress.com/2015/04/03/checklist-technology-learning/
LEARNING EXPERIENCE
DEVELOPMENT PROCESS MODEL
ASSESS NEEDS
•  assess current delivery
•  determine learner needs
•  determine discipline/
curriculum needs
•  explore pedagogical approaches
DEFINE LEARNING DESIGN
•  design learning outcomes &
assessments
•  define pedagogical approach
CONCEPTUALIZE LEARNING JOURNEY
•  design vision for the course/experience
•  design learning activities and tasks
DISCOVER NEEDS AND OPPORTUNITIES
•  explore learner persona, behaviour,
emotions & needs
•  explore possible technology, tools &
digital environment
•  explore physical environments &
resources
DEFINE
•  define range of
possible challenges to
solve for learners
•  Select experience
challenges to solve
•  state experience needs
& metrics
DEVELOP
•  develop & iterate possible
solutions through prototyping,
journey mapping and feedback
•  test through learner observations,
interviews and user testing
DELIVER
•  implement the learning
experience and learn from it
OUR PROJECT & YOUR
BRIEF
YOUR TURN: PROJECT BRIEF
You have been asked to design a 3 month
program that will support an initial staff cohort
of 300 in learning about and adopting OER
practices.
As this is a pilot, the university will allow much
leeway in the use of third-party apps and even
a modest budget for development work.
At an initial meeting you overheard a lecturer
mention that they simply haven’t got the time
to invest in innovative teaching or
‘experimentation’.
DISCOVER DEFINE DEVELOP DELIVER
Learner &
stakeholder driven
design research
Gain insights and
define problem
Develop LX solutions
through iteration
Improve and
optimize final learner
experience
Generalproblem
Specificproblem
Specificsolution
LX DOUBLE DIAMOND
USER & CHALLENGE
RESEARCH
USER RESEARCH IN ACTION
https://www.youtube.com/watch?v=szr0ezLyQHY
LEARNER OBSERVATION
CARD SORTING
CODING CONVERSATIONS
CODING CONVERSATIONS
USER INTERVIEW
YOUR TURN: USER INTERVIEWS
•  For our “OER Project” conduct a user
interview with a staff
15 mins as a group
1.  Prepare 4-5 user questions
2.  Create interview guide
YOUR TURN: USER INTERVIEWS
See your handout.
Tips
•  Be welcoming and put your user at ease
•  Ask them to think out loud
•  Explain why you are doing the interview
•  Be an active listener
•  Ask open questions
•  Give encouragement: “How did you feel about it?
What did you think?”
•  Silence is your best friend
EMPATHY MAPPING
YOUR TURN: EMPATHY MAPPING
Think about your conversations &
experiences in introducing OER
•  Focus on staff
•  See, hear, think, do
•  Capture on post-its, 1 idea/observation
per post-it
•  7 mins by yourself
YOUR TURN: EMPATHY MAP
•  Review empathy template in your toolkit
•  Go to the empty map that has been set
up for you as a group
•  As a group, group your post-its on the
quadrants in the map
PERSONAS
PERSONAS
PERSONAS
YOUR TURN: PERSONA DATA
SOURCES
5 mins
Let’s make a list as a group.
Where would you find information to verify
or augment your persona?
YOUR TURN: CREATE A PERSONA
•  Take 15 minutes with your group to
design 2 persona
•  Use the handouts in your toolkit
•  Consider: One ‘mature’ staff member, one
‘rookie’
•  Think about different attributes
YOUR TURN: AFFINITY DIAGRAMMING
Take 10-15 mins to do desktop research on
OER adoption etc.
From your desktop research and own
experience, write down ideas/problems/
issues on post-its
One idea per post-it
5-7 words per post. Write big
YOUR TURN: GROUP YOUR FINDINGS
As a group, get everything on the wall and
begin to group
Articulate, ask questions, communicate with
each other
One person to take lead in grouping and
naming groups. Begin to shape order.
MIDWAY…
DEFINING A CHALLENGE TO
SOLVE
DISCOVER DEFINE DEVELOP DELIVER
Learner &
stakeholder driven
design research
Gain insights and
define problem
Develop LX solutions
through iteration
Improve and
optimize final learner
experience
Generalproblem
Specificproblem
Specificsolution
LX DOUBLE DIAMOND
HOW MIGHT WE…?
HOW MIGHT WE….?
From Stanford d.school
YOUR TURN: HOW MIGHT WE…?
Let’s generate some HMW statements for
our “OER Project”
Follow the HMW prompts eg Amp up the
good, do the opposite, etc…
VISUAL SLAM
SCENARIO SKETCHING
MIKE ROHDE
YOUR TURN: VISUAL SLAM
Take several A4 and fold them over
First 7 mins:
•  Get as many of your ideas down as you
can.
•  1 idea per A4
3 mins:
Share your ideas with the group
YOUR TURN: VISUAL SLAM
Next 10 mins:
•  Get more ideas down. Build on others.
•  1 idea per A4
Next 10 mins:
Get your favourite ideas up.
Discuss. Ask questions. Can things be
combined? Converged?
Vote
DEVELOP YOUR VISION (GROUP)
JOURNEY MAPPING
SIMILAR TECHNIQUES
•  Journey mapping (emotional)
•  Scenario mapping (narrative)
•  Mental models (behavioural patterns)
•  Service Design Blueprint (channels)
JOURNEY MAPPING
From https://sustainableservice.wordpress.com
Keeping Graduates Green
Fromseedandsprout.com
MENTAL MODELS
http://rosenfeldmedia.com/mental-models/moviegoer-alignment-diagram/
LEARNER JOURNEY MAPPING –
GETTING STARTED
WHEN DO YOU USE JOURNEY MAPPING?
•  For an existing product, object or service
•  To get an overview of all the elements
and stakeholders
•  To map all the touch points
•  To identify emotions associated with
interactions
•  To identify pain points
WHEN DO YOU USE JOURNEY MAPPING?
For a new product, object or service to be
designed, developed and implemented:
•  To get a common understanding of aspiring
experience for all members of design &
development team
•  To identify touch points
•  To identify channels
•  To identify priorities for the development
WHEN DO YOU USE JOURNEY MAPPING?
Instead of a prototype
•  When a prototype is too expensive to
build
•  Have something to shoot at
WHY DO YOU USE JOURNEY MAPPING?
•  To map all the bricks in your bricolage
(even those beyond your control)
•  To step away from your medium
•  To design across the gaps
•  To facilitate conversation
•  To facilitate collaboration
MAP THE LEARNER PATH & TOUCH
POINTS
MAP THE PATHS & TOUCH POINTS OF
OTHER STAKEHOLDERS & CHANNELS
MAP THE INTERACTION PHASES
IDENTIFY EMOTIONS
IDENTIFY OPPORTUNITIES & BARRIERS
From Designing CX http://designingcx.com/2012/10/23/prototype-portable-journey-mapping-worksheet/
From
http://madebymany.com/blog/we-re-building-the-next-stage-of-picle
Pre Start Week
2-6
Week
7-10
Week
11-12
End &
post
LMS Wiki is
tricky to
participa
te in!
Conten
t
Early
access ☺
Teacher Picture &
intro video
☺
No
involvemen
t in review
!
Peers No
icebreaker
!
OUR VE EXPRESS LEARNER
JOURNEY MAP
THE TEAM
•  Joyce Seitzinger
•  Mark Smithers
Lecturers
•  Annette Cook
•  Nicola Hardy
Digital Learning Team
•  Spiros Soulis
•  Angela Nicolettou
•  Eloise Acuna
USER RESEARCH IN INITIAL
3 HOUR MAPPING SESSION
FURTHER RESEARCH TO INFORM
DIGITAL COLLABORATIVE MAP
FINAL LEARNER JOURNEY MAP
MAP DETAIL
ADDRESS THE PAIN POINTS:
IMPROVED COMMUNICATION
CHANNELS
YOUR TURN: CREATE A LEARNER
JOURNEY MAP FOR YOUR SOLUTION
40 mins
•  For your “OER Project” solution, map the
learner journey and touch points
•  Organization & other stakeholder touch
points
•  Different phases
•  Present & feedback midway
DISCOVER DEFINE DEVELOP DELIVER
Learner &
stakeholder driven
design research
Gain insights and
define problem
Develop LX solutions
through iteration
Improve and
optimize final learner
experience
Generalproblem
Specificproblem
Specificsolution
LX DOUBLE DIAMOND
COMMUNICATION IS
EVERYTHING: YOUR PITCH
YOUR TURN: YOUR PITCH
15 minutes to prepare
Prepare your presentation (open to
everything: poster/pitch deck/infomercial…)
5 minutes per group
Tips: Think pain points, solutions & empathy
REFLECTIONS & FEEDBACK
•  On the wall
•  What did you: like, learn, miss
•  Note down two things for yourself that you
want to follow up on or apply in your work
•  Share
STAY IN TOUCH
www.academictribe.co
@catspyjamasnz @academictribe #lxdesign
Facebook.com/academictribe
Search: lxdesign
joyce@academictribe.co

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LX Journey Mapping Workshop

  • 2. INTRODUCTIONS •  Joyce Seitzinger – Academic Tribe •  If you’re tweeting, use #odlaa #lxdesign •  Naming circle •  Who you are, what you do, your superpower
  • 3. TODAY 1.00 - 1.30 Intros and intro to LX 1.30 – 3.00 Design sprint 1 – User & topic research (Empathy maps, persona, desktop research) 3.00 – 5.00 Design sprint 2 – Develop & iterate solutions (Visual slam, vision devt, journey mapping)
  • 5. TRANSCENDING MATERIAL “Experience is not about good industrial design, multi-touch, or fancy interfaces. It is about transcending the material. It is about creating an experience through a device.” MARC HASSENZAHL
  • 6. Digital platforms + Digital products + Digital services + F2F events & interactions+ Digital support
  • 7. EXPERIENCE DESIGN It is crucial to view experience as the consequence of many different systems. Experience emerges from the intertwined works of perception, action, motivation, emotion and cognition in dialogue with the world (place, time, people and objects). Experience Design: Technology for all the right reasons Marc Hassenzahl
  • 8. Meaningful Pleasurable Convenient Usable Reliable Functional LX PYRAMID The Learner Experience Pyramid describes different levels at which learning resources, services, solutions and systems can be experienced by learners & staff. Based on CX Pyramid by Aberdeen Research after Mark Scibelli and Stephen Anderson. FOCUS ON EXPERIENCES FOCUS ON TASKS Many traditional LMS & learning resource experiences Transformational learning experiences Has personal significance Memorable experience worth sharing Easy to use, works as expected Used without difficulty Is available & accurate Works with inconvenience
  • 9. USER EXPERIENCE DESIGN …to achieve high-quality user experience in a company's offerings there must be a seamless merging of the services of multiple disciplines. The first requirement for an exemplary user experience is to meet the exact needs of the customer, without fuss or bother. Don Norman, & Jakob Nielsen
  • 10.
  • 11. The world is complex, and so too must be the activities that we perform. But that doesn’t mean that we must live in continual frustration. No. The whole point of human-centered design is to tame complexity, to turn what would appear to be a complicated tool into one that fits the task, that is understandable, usable, enjoyable. Don Norman, The Design of Everyday Things HUMAN-CENTRED DESIGN
  • 12. SERVICE DESIGN THINKING Service design is the intentional and thoughtful design of internal and customer-facing activities needed to deliver a service. Where experience design concerns itself only with the customer- facing aspects, service design looks also at the experience of staff. This Is Service Design Thinking
  • 15. EMPATHY FOR THE USER “Empathy is a noun. A thing. It is an understanding you develop about another person. Empathizing is the use of that understanding – an action.” INDI YOUNG
  • 16. DO WE NEED LEARNER EXPERIENCE DESIGN?
  • 17. A DESIGN SCIENCE FOR EDUCATION “Educational technologists needs to develop a set of principled working practices....that contribute to a design science for education.” EILEEN SCANLON
  • 18. TEACHING AS A DESIGN SCIENCE Because technology is changing both what and how students learn we can only lead educational innovation by being clear about the principles of designing good teaching and learning and therefore what education needs from technology. DIANA LAURILLARD
  • 19. LX DESIGNERS Dr. Jess Knott MSU Phil Denman SDSU Myra Travin UNIVentures Joyce Seitzinger Academic Tribe
  • 20. LX DESIGN IS PEDAGOGY AGNOSTIC
  • 22. LEARNING EXPERIENCE DEVELOPMENT PROCESS MODEL ASSESS NEEDS •  assess current delivery •  determine learner needs •  determine discipline/ curriculum needs •  explore pedagogical approaches DEFINE LEARNING DESIGN •  design learning outcomes & assessments •  define pedagogical approach CONCEPTUALIZE LEARNING JOURNEY •  design vision for the course/experience •  design learning activities and tasks DISCOVER NEEDS AND OPPORTUNITIES •  explore learner persona, behaviour, emotions & needs •  explore possible technology, tools & digital environment •  explore physical environments & resources DEFINE •  define range of possible challenges to solve for learners •  Select experience challenges to solve •  state experience needs & metrics DEVELOP •  develop & iterate possible solutions through prototyping, journey mapping and feedback •  test through learner observations, interviews and user testing DELIVER •  implement the learning experience and learn from it
  • 23. OUR PROJECT & YOUR BRIEF
  • 24. YOUR TURN: PROJECT BRIEF You have been asked to design a 3 month program that will support an initial staff cohort of 300 in learning about and adopting OER practices. As this is a pilot, the university will allow much leeway in the use of third-party apps and even a modest budget for development work. At an initial meeting you overheard a lecturer mention that they simply haven’t got the time to invest in innovative teaching or ‘experimentation’.
  • 25. DISCOVER DEFINE DEVELOP DELIVER Learner & stakeholder driven design research Gain insights and define problem Develop LX solutions through iteration Improve and optimize final learner experience Generalproblem Specificproblem Specificsolution LX DOUBLE DIAMOND
  • 27. USER RESEARCH IN ACTION https://www.youtube.com/watch?v=szr0ezLyQHY
  • 33. YOUR TURN: USER INTERVIEWS •  For our “OER Project” conduct a user interview with a staff 15 mins as a group 1.  Prepare 4-5 user questions 2.  Create interview guide
  • 34. YOUR TURN: USER INTERVIEWS See your handout. Tips •  Be welcoming and put your user at ease •  Ask them to think out loud •  Explain why you are doing the interview •  Be an active listener •  Ask open questions •  Give encouragement: “How did you feel about it? What did you think?” •  Silence is your best friend
  • 36. YOUR TURN: EMPATHY MAPPING Think about your conversations & experiences in introducing OER •  Focus on staff •  See, hear, think, do •  Capture on post-its, 1 idea/observation per post-it •  7 mins by yourself
  • 37. YOUR TURN: EMPATHY MAP •  Review empathy template in your toolkit •  Go to the empty map that has been set up for you as a group •  As a group, group your post-its on the quadrants in the map
  • 41. YOUR TURN: PERSONA DATA SOURCES 5 mins Let’s make a list as a group. Where would you find information to verify or augment your persona?
  • 42. YOUR TURN: CREATE A PERSONA •  Take 15 minutes with your group to design 2 persona •  Use the handouts in your toolkit •  Consider: One ‘mature’ staff member, one ‘rookie’ •  Think about different attributes
  • 43. YOUR TURN: AFFINITY DIAGRAMMING Take 10-15 mins to do desktop research on OER adoption etc. From your desktop research and own experience, write down ideas/problems/ issues on post-its One idea per post-it 5-7 words per post. Write big
  • 44. YOUR TURN: GROUP YOUR FINDINGS As a group, get everything on the wall and begin to group Articulate, ask questions, communicate with each other One person to take lead in grouping and naming groups. Begin to shape order.
  • 47. DISCOVER DEFINE DEVELOP DELIVER Learner & stakeholder driven design research Gain insights and define problem Develop LX solutions through iteration Improve and optimize final learner experience Generalproblem Specificproblem Specificsolution LX DOUBLE DIAMOND
  • 49. HOW MIGHT WE….? From Stanford d.school
  • 50. YOUR TURN: HOW MIGHT WE…? Let’s generate some HMW statements for our “OER Project” Follow the HMW prompts eg Amp up the good, do the opposite, etc…
  • 54. YOUR TURN: VISUAL SLAM Take several A4 and fold them over First 7 mins: •  Get as many of your ideas down as you can. •  1 idea per A4 3 mins: Share your ideas with the group
  • 55. YOUR TURN: VISUAL SLAM Next 10 mins: •  Get more ideas down. Build on others. •  1 idea per A4 Next 10 mins: Get your favourite ideas up. Discuss. Ask questions. Can things be combined? Converged? Vote
  • 58. SIMILAR TECHNIQUES •  Journey mapping (emotional) •  Scenario mapping (narrative) •  Mental models (behavioural patterns) •  Service Design Blueprint (channels)
  • 63.
  • 64. LEARNER JOURNEY MAPPING – GETTING STARTED
  • 65. WHEN DO YOU USE JOURNEY MAPPING? •  For an existing product, object or service •  To get an overview of all the elements and stakeholders •  To map all the touch points •  To identify emotions associated with interactions •  To identify pain points
  • 66. WHEN DO YOU USE JOURNEY MAPPING? For a new product, object or service to be designed, developed and implemented: •  To get a common understanding of aspiring experience for all members of design & development team •  To identify touch points •  To identify channels •  To identify priorities for the development
  • 67. WHEN DO YOU USE JOURNEY MAPPING? Instead of a prototype •  When a prototype is too expensive to build •  Have something to shoot at
  • 68. WHY DO YOU USE JOURNEY MAPPING? •  To map all the bricks in your bricolage (even those beyond your control) •  To step away from your medium •  To design across the gaps •  To facilitate conversation •  To facilitate collaboration
  • 69. MAP THE LEARNER PATH & TOUCH POINTS
  • 70. MAP THE PATHS & TOUCH POINTS OF OTHER STAKEHOLDERS & CHANNELS
  • 74. From Designing CX http://designingcx.com/2012/10/23/prototype-portable-journey-mapping-worksheet/
  • 76. Pre Start Week 2-6 Week 7-10 Week 11-12 End & post LMS Wiki is tricky to participa te in! Conten t Early access ☺ Teacher Picture & intro video ☺ No involvemen t in review ! Peers No icebreaker !
  • 77. OUR VE EXPRESS LEARNER JOURNEY MAP
  • 78. THE TEAM •  Joyce Seitzinger •  Mark Smithers Lecturers •  Annette Cook •  Nicola Hardy Digital Learning Team •  Spiros Soulis •  Angela Nicolettou •  Eloise Acuna
  • 79. USER RESEARCH IN INITIAL 3 HOUR MAPPING SESSION
  • 80. FURTHER RESEARCH TO INFORM DIGITAL COLLABORATIVE MAP
  • 83.
  • 84. ADDRESS THE PAIN POINTS: IMPROVED COMMUNICATION CHANNELS
  • 85. YOUR TURN: CREATE A LEARNER JOURNEY MAP FOR YOUR SOLUTION 40 mins •  For your “OER Project” solution, map the learner journey and touch points •  Organization & other stakeholder touch points •  Different phases •  Present & feedback midway
  • 86. DISCOVER DEFINE DEVELOP DELIVER Learner & stakeholder driven design research Gain insights and define problem Develop LX solutions through iteration Improve and optimize final learner experience Generalproblem Specificproblem Specificsolution LX DOUBLE DIAMOND
  • 88. YOUR TURN: YOUR PITCH 15 minutes to prepare Prepare your presentation (open to everything: poster/pitch deck/infomercial…) 5 minutes per group Tips: Think pain points, solutions & empathy
  • 89.
  • 90. REFLECTIONS & FEEDBACK •  On the wall •  What did you: like, learn, miss •  Note down two things for yourself that you want to follow up on or apply in your work •  Share
  • 91. STAY IN TOUCH www.academictribe.co @catspyjamasnz @academictribe #lxdesign Facebook.com/academictribe Search: lxdesign joyce@academictribe.co