Intrenion

Design for How People Learn (Julie Dirksen)

Table of Contents

Copy Doctrine

Practice 1: Map the learner’s journey

Problem
Learning becomes confusing without a clear path.

Action
Map the learner’s journey from the current state to the desired performance.

Outcome
Learning follows a clear direction.

Chapter: Where Do We Start? - The Learner’s Journey

Practice 2: Identify the performance gap

Problem
Training can solve the wrong problem.

Action
Compare current performance with the desired performance.

Outcome
Learning addresses the real need.

Chapter: Where Do We Start? - Where’s the Gap?

Practice 3: Match the solution to the gap

Problem
Different performance gaps require different solutions.

Action
Choose an intervention that directly addresses the identified gap.

Outcome
Performance improves more effectively.

Chapter: Where Do We Start? - Identifying and Bridging Gaps

Practice 4: Learn from practical examples

Problem
General advice is difficult to apply.

Action
Study real examples before designing instruction.

Outcome
Design decisions become more practical.

Chapter: Where Do We Start? - Examples

Practice 5: Design for better performance

Problem
Learning loses value when it is disconnected from performance.

Action
Connect every learning decision to a measurable performance goal.

Outcome
Training produces meaningful results.

Chapter: Where Do We Start? - Why This Is Important

Practice 6: Discover what learners want

Problem
Learners disengage when learning feels irrelevant.

Action
Identify what learners value before designing instruction.

Outcome
Learner engagement increases.

Chapter: Who Are Your Learners? - What Do Your Learners Want?

Practice 7: Assess current skill levels

Problem
Instruction can be too difficult or too easy.

Action
Determine learners’ existing knowledge and skills before teaching.

Outcome
Learning matches the learner’s needs.

Chapter: Who Are Your Learners? - What Is Their Current Skill Level?

Practice 8: Design from the learner’s perspective

Problem
Experts often overlook beginner challenges.

Action
Review learning materials from the viewpoint of a new learner.

Outcome
Instruction becomes easier to understand.

Chapter: Who Are Your Learners? - How Are Your Learners Different from You?

Practice 9: Choose methods that fit the learning task

Problem
Teaching methods can distract from effective learning.

Action
Select instructional methods that align with the content and skills rather than learning-style labels.

Outcome
Learning becomes more effective.

Chapter: Who Are Your Learners? - Learning Styles

Practice 10: Gather evidence about learners

Problem
Assumptions lead to poor learning design.

Action
Collect information directly from the target learners.

Outcome
Instruction becomes more relevant.

Chapter: Who Are Your Learners? - Methods for Learning About Your Learners

Practice 11: Define clear performance goals

Problem
Vague goals weaken instruction.

Action
Write specific goals that describe observable performance.

Outcome
Learning stays focused.

Chapter: What’s the Goal? - Determine Goals

Practice 12: Find the root problem

Problem
Visible problems may hide the real cause.

Action
Identify the underlying cause before creating training.

Outcome
The solution addresses the real issue.

Chapter: What’s the Goal? - Identify the Problem

Practice 13: Describe successful performance

Problem
Learners need a clear destination.

Action
Define the behavior learners should demonstrate after instruction.

Outcome
Success becomes easier to measure.

Chapter: What’s the Goal? - Set the Destination

Practice 14: Explain learning objectives clearly

Problem
Unclear expectations reduce learner focus.

Action Present learning objectives in simple, direct language.

Outcome
Learners understand the target.

Chapter: What’s the Goal? - Communicating Learning Objectives

Practice 15: Confirm that learning is the solution

Problem
Some performance problems are not caused by a lack of knowledge or skill.

Action
Verify that learning can close the identified gap.

Outcome
Training targets the correct problem.

Chapter: What’s the Goal? - Determine the Gap

Practice 16: Match the learning scope to the goal

Problem
Oversized learning projects become difficult to deliver.

Action
Adjust the amount of instruction to the required outcome.

Outcome
Learning remains manageable.

Chapter: What’s the Goal? - How Long Is the Trip?

Practice 17: Strengthen memory through retrieval

Problem
People forget information that they never retrieve.

Action
Require learners to recall key knowledge during instruction.

Outcome
Memory becomes stronger.

Chapter: How Do We Remember? - Memory In & Out

Practice 18: Match instruction to the type of memory

Problem
Different learning tasks depend on different memory systems.

Action
Use learning activities that align with the required type of memory.

Outcome
Learning becomes more durable.

Chapter: How Do We Remember? - Types of Memory

Practice 19: Repeat learning over time

Problem
One exposure rarely creates lasting memory.

Action
Review important information across multiple learning sessions.

Outcome
Knowledge is retained longer.

Chapter: How Do We Remember? - Repetition and Memory

Practice 20: Capture attention before teaching

Problem
Learning cannot begin without attention.

Action
Start with content that immediately captures learner attention.

Outcome
Learners become ready to learn.

Chapter: How Do You Get Their Attention? - If They’re Not Paying Attention…

Practice 21: Connect learning to emotion and relevance

Problem
Facts alone rarely hold attention.

Action
Make learning personally meaningful or emotionally engaging.

Outcome
Learners stay more engaged.

Chapter: How Do You Get Their Attention? - Talk To the Elephant

Practice 22: Keep learners actively involved

Problem
Passive instruction reduces attention.

Action
Include meaningful learner activities throughout instruction.

Outcome
Engagement lasts longer.

Chapter: How Do You Get Their Attention? - Ways To Engage the Elephant

Practice 23: Reinforce essential knowledge

Problem
Important ideas are easily forgotten.

Action
Revisit key concepts throughout the learning experience.

Outcome
Recall becomes more reliable.

Chapter: Design for Knowledge - Will They Remember?

Practice 24: Connect new ideas to existing knowledge

Problem
New information is difficult to understand without context.

Action
Link new concepts to learners’ existing knowledge.

Outcome
Understanding becomes deeper.

Chapter: Design for Knowledge - Helping Your Learners Understand

Practice 25: Reduce guidance as learners improve

Problem
Too much support limits independence.

Action
Gradually remove instructional guidance during practice.

Outcome
Learners perform more independently.

Chapter: Design for Knowledge - How Much Guidance?

Practice 26: Follow a structured design process

Problem
Unstructured instruction creates inconsistent learning.

Action
Design learning with a clear and logical sequence.

Outcome
Learning becomes easier to follow.

Chapter: Design for Knowledge - A Process To Follow

Practice 27: Build skills through realistic performance

Problem
Reading alone does not develop skill.

Action
Use realistic tasks that require learners to perform the skill.

Outcome
Skills improve.

Chapter: Design for Skills - Developing Skills

Practice 28: Provide repeated skill practice

Problem
Limited practice slows skill development.

Action
Give learners many opportunities to perform the target skill.

Outcome
Performance becomes more consistent.

Chapter: Design for Skills - Practice

Practice 29: Give timely and specific feedback

Problem
Mistakes continue without correction.

Action
Provide clear feedback immediately after practice.

Outcome
Performance improves faster.

Chapter: Design for Skills - Feedback

Practice 30: Practice complete real-world tasks

Problem
Small exercises may not prepare learners for actual work.

Action
Organize practice around complete, meaningful tasks.

Outcome
Learning transfers more effectively.

Chapter: Design for Skills - Design for Accomplishments

Practice 31: Give learners a reason to act

Problem
People rarely change behavior without personal value.

Action
Show why the desired behavior benefits the learner.

Outcome
Motivation increases.

Chapter: Design for Motivation - Motivation To Do

Practice 32: Make the desired behavior easier

Problem
Good intentions often fail during daily work.

Action
Reduce barriers that make the desired behavior difficult.

Outcome
Behavior changes more often.

Chapter: Design for Motivation - Designing for Behavior

Practice 33: Identify automatic behaviors

Problem
Habits strongly influence daily performance.

Action
Find behaviors that people repeat without thinking.

Outcome
Habit design becomes more focused.

Chapter: Design for Habits - What Is a Habit?

Practice 34: Compare current and desired habits

Problem
Existing habits can prevent better performance.

Action
Identify which habits must change to reach the goal.

Outcome
Improvement efforts become targeted.

Chapter: Design for Habits - Identifying Habit Gaps

Practice 35: Build habits through consistent repetition

Problem
New behaviors fade without regular repetition.

Action
Repeat the desired behavior in the same context over time.

Outcome
The behavior becomes automatic.

Chapter: Design for Habits - Designing for Habit

Practice 36: Support habits after training

Problem
Habits take longer to develop than formal learning.

Action
Continue reinforcing desired behaviors after instruction ends.

Outcome
Behavior change lasts longer.

Chapter: Design for Habits - Applying To Learning Design

Practice 37: Observe everyday learning

Problem
Important learning happens outside formal training.

Action
Study how people naturally learn in their daily work.

Outcome
Learning opportunities become more visible.

Chapter: Social and Informal Learning - What Does Learning Look Like In Your Organization?

Practice 38: Blend formal and informal learning

Problem
One learning method cannot meet every need.

Action
Combine structured instruction with workplace learning opportunities.

Outcome
Learning becomes more effective.

Chapter: Social and Informal Learning - Balancing Formal and Informal

Practice 39: Study complete learning scenarios

Problem
Design principles are easier to understand than to apply.

Action
Follow a complete learner example from beginning to end.

Outcome
Learning design becomes easier to apply.

Chapter: Social and Informal Learning - Hiro’s Journey

Practice 40: Identify environmental barriers

Problem
The work environment can block good performance.

Action
Look for environmental obstacles before changing instruction.

Outcome
Performance improves more easily.

Chapter: Design for Environment - Environment Gaps

Practice 41: Keep knowledge available at the point of need

Problem
People cannot remember every detail.

Action
Provide important information where work is performed.

Outcome
Errors decrease.

Chapter: Design for Environment - Knowledge In the World

Practice 42: Create useful job aids

Problem
People waste time searching for information.

Action
Provide simple resources where they are needed.

Outcome
Tasks are completed more efficiently.

Chapter: Design for Environment - Putting Resources In the World

Practice 43: Place prompts where action happens

Problem
People forget intended actions.

Action
Use reminders at the moment the behavior is expected to occur.

Outcome
Desired behaviors happen more consistently.

Chapter: Design for Environment - Putting Prompts/Triggers In the World

Practice 44: Shape behavior through the environment

Problem
The environment strongly influences daily choices.

Action
Arrange the workplace to encourage the desired behavior.

Outcome
Positive behaviors become more common.

Chapter: Design for Environment - Putting Behaviors In the World

Practice 45: Remove unnecessary obstacles

Problem
Extra effort discourages action.

Action
Simplify the steps required to perform important tasks.

Outcome
People act more consistently.

Chapter: Design for Environment - Clearing the Path

Practice 46: Plan evaluation before instruction

Problem
Evaluation is weak when success is undefined.

Action
Define how success will be measured before designing instruction.

Outcome
Evaluation produces more useful evidence.

Chapter: Designing Evaluation - The Challenge Of Doing Good Evaluation

Practice 47: Measure whether the solution works

Problem
Learning activities may not solve the original problem.

Action
Evaluate whether the learning solution improves performance.

Outcome
Future improvements become easier.

Chapter: Designing Evaluation - Does It Work?

Practice 48: Verify that learning occurred

Problem
Participation does not prove learning.

Action
Assess whether learners gained the intended knowledge and skills.

Outcome
Learning progress becomes clear.

Chapter: Designing Evaluation - Are They Learning?

Practice 49: Observe real task performance

Problem
Knowledge tests cannot confirm workplace skills.

Action
Evaluate learners while they perform authentic tasks.

Outcome
Performance is measured accurately.

Chapter: Designing Evaluation - Can the Learners Actually Do the Right Things?

Practice 50: Measure behavior after training

Problem
New skills may never become everyday behavior.

Action
Check whether learners consistently apply the desired behaviors at work.

Outcome
Long-term performance becomes visible.

Chapter: Designing Evaluation - Are the Learners Actually Doing the Right Things?