Jen Bergren Blog

Class summary: Learning Experience Design Foundations

Written by Jen Bergren | Sep 15, 2025 2:08:23 AM

 In the previous blog, I gave an overview of this instructional design degree program and why I'm taking it. Though this class, "Learning Experience Design Foundations I," was not the first class in the curriculum, it makes sense to share insights and a summary from a foundational class first before writing about more specialized courses.

Class Competencies

As a competency-based program, these are the competencies students need to demonstrate to pass this class:

  • Course Planning
  • Explains How to Incorporate Design Thinking
  • Examines Various Approaches to Learning
  • Conducts a Learner Analysis
  • Conducts a Needs Analysis

Brief summary

Learning Experience Design (LxD) combines best practices from the fields of instructional design and user experience design, with the goal of creating human-centered, goal-oriented learning experiences. 

This course explored the first few steps in the Design Thinking process: Empathize and Define. The Foundations II class covers the remaining steps of the process: Ideate, Prototype, and Test.

When I read about design thinking, I always think of Lorena Morales, who chatted with me about her design thinking degree when I interviewed her for my RevOps book, and who reviewed the design thinking process in her RevOpsAF conference presentation in 2024.

This course discussed instructional design models, such as:

  • ADDIE (analysis, design, development, implementation, and evaluation)
  • SAM (the successive approximation model)
  • Understanding by Design

The course covered frameworks such as:

  • Bloom's Taxonomy
  • Fink's Taxonomy 
  • Gagne's Nine Events of Instruction
  • Merrill's First Principles of Instruction
  • Universal Design for Learning (UDL)

This course explained educational theories such as:

  • Behaviorism
  • Cognitivism
  • Constructivism
  • Connectivism

This course also taught the process for conducting a learner analysis, needs analysis, and defining the instructional problem and goals, which were all activities I conducted in the two written assessments and the multiple-choice test. 

 

Course topics: 

1. Explaining How to Incorporate Design Thinking (click to scroll down to this section)

  • Instructional Design versus Learning Experience Design  
  • Instructional Design Process Models 
  • The Design Thinking Process 

2. Examining Various Approaches to Learning (click to scroll down to this section)

  • Instructional Approaches to Learning 
  • Mastery Learning Approaches 
  • Andragogy and Pedagogy  
  • Educational Frameworks to Guide the Design of Instruction 
3. Conducting a Learner Analysis (click to scroll down to this section)
  • Empathy and Learner Analysis
  • Embracing Learner Differences 
  • Empathetic Strategies to Synthesize a Learner Analysis 

4. How to Conduct a Needs Analysis (click to scroll down to this section)

  • Introduction to Conducting a Needs Analysis
  • Developing Learning Objectives 

Explaining How to Incorporate Design Thinking

Lesson 1: Instructional Design versus Learning Experience Design  

Instructional design is the most used term for the process of developing learning opportunities. 
  • It traditionally focuses on designing a series of elements that learners work through in a particular order to achieve a set of learning goals.
  • These learning goals are based on the predefined necessary knowledge or skills, which are determined using a needs analysis.
  • Instructional designers are not always the experts in the content for which they are designing instruction; they can partner with a subject matter expert (SME), where the instructional designer is the expert in how to design effective instruction; the SME is an expert in the content subject matter.
  • This area of study began during World War II, when educators and psychologists were asked to develop training for the military
Learning experience design is the evolution from designing for general learning goals (traditional instructional design) to designing for more flexibility for the diverse needs of learners and the specific contexts in which learning occurs.
  • It is a more human-centered design process.
    • The three main phases of human-centered design are inspiration, ideation, and implementation
    • Adopting an empathetic approach to problem-solving and design is a key aspect of achieving the mindset of a human-centered designer.

  • Designing for the needs, interests, goals, and contexts of the learners enables more profound and equitable learning outcomes
    • Learning experience design is a term that has existed for about a decade and comes from the user experience design field, focusing on the learners’ experience of the learning product and process.
    • This shift to creating meaningful learning experiences instead of only creating instructional materials can be challenging
    • It is an interdisciplinary field that combines multiple disciplines to create a better way to solve instructional problems

Some of the differences between traditional instructional design and learning experience design are in the ways designers think about learning, which include:

  • Learners’ experiences should be at the heart of the design process in order to create more meaningful, impactful learning
  • It is important for learning experiences to be accessible on mobile devices
  • Designers often have more opportunities to innovate and try new approaches as companies change their views of how to solve learning problems
  • More companies now recognize the value of prototyping and iteration, so designers can obtain more input and feedback earlier in the process.

Lesson 2: Instructional Design Process Models 


  • ADDIE:
    Analysis, Design, Development, Implementation, and Evaluation
  • SAM:
    Successive Approximation Model
  • UbD:
    Understanding by Design 

Each model offers the designer different benefits.

  • ADDIE is a stepwise process for design development.
    • It is the most well-known and commonly used model.
    • The linear process of completing each stage before moving on to the next stage can be challenging to use with the common time constraints of development and minimal feedback from learners early on
  • SAM was created to allow for a more rapid process that asks for feedback earlier in the process and is more iterative than ADDIE
  • Both ADDIE and SAM are focused on the learning objectives, content, or instructor activities.
  • UbD is a different approach focused on learner outcomes, which was introduced in 1998, and also referred to as backwards design, as it starts with the learning goal and works backwards to design
    • The UbD process begins by defining expected outcomes and then developing the strategy for assessing learner acquisition of those understandings, followed by the development of learning activities or experiences.

Lesson 3: The Design Thinking Process 

Design thinking is a highly iterative process that involves five stages:   

  • Empathize   
    • To create a truly impactful learning experience, you must recognize, understand, and share the thoughts and feelings of your target learners, using observations, focus groups, interviews, and more
  • Define   
    • Define the instructional problem that needs to be solved. 
  • Ideate   
    • Consider what you have learned about the target learners with open and creative minds, using many idea generation strategies for potential solutions.
  • Prototype   
    • Choose one or two ideas from the Ideation stage and create prototypes to share with learners.
  • Test
    • Once you have a prototype, it is time to test it and get learner feedback. 

These stages are not sequential, though the process begins with empathizing; each stage following that is iterative.
Designers seek and use feedback from the audience at each stage, making modifications to the problem definition, ideas, and prototypes.

The people who will use the solutions and their needs (the learners) remain at the center of the design process, and learners are involved in the development process of the solution.

 

Examining Various Approaches to Learning 

Lesson 1: Instructional Approaches to Learning 

  • The course discussed four educational theories that explain how people acquire knowledge and skills:

    Each theory assumes a different manner of learning and recommends different practices that can inform the design of a learning solution. There is no single theoretical approach that is best for all learners or approaches to learning. 

Behaviorism

  • It has been used in K–12 (kindergarten through 12th grade) for many years.
  • It states that learning is a change in behavior that can be supported by external stimuli, such as question-and-response activities, repetitive drills, reinforcement, and/or consequences.
  • It focuses on creating opportunities to learn a new behavior, practice that behavior, and receive reinforcing feedback for exhibiting the desired behavior.
  • It is an objectivist learning theory, which means the instructor determines what is to be learned and how.

Cognitivism

  • The difference between cognitivist and behaviorist learning theory is that the cognitivist approach focuses on mental processing rather than on reinforcement of desired visible/physical behaviors 

  • Another name for cognitivism is the Information Processing Model.
  • Learners are deeply involved in the learning process rather than recipients of and responders to new information, which makes them better equipped to guide and adapt their learning to new contexts.

  • Designers guide metacognition, "thinking about thinking," to help improve learning outcomes. 

  • It states that learning happens when information is stored in memory in an organized, meaningful way, so designers can help learners by organizing new information to make accurate mental connections, resulting in new knowledge.

    • Schemas are cognitive structures that help people organize and interpret information based on past experiences. They function like mental filing cabinets, storing information about objects, actions, or theories. 
  • An example of cognitivism is Problem-Solving: A person uses past experiences and knowledge to solve a new problem, demonstrating the internal cognitive processes at work. 
  • Examples of cognitive instructional strategies include:
    • Outlining to help learners organize information systematically
    • Chunking information into smaller, manageable units for better processing and retention.

    • Summarizing to reinforce understanding and memory.

    • Using concept maps

Constructivism

  • Constructivism builds on cognitivism by emphasizing the learner's active role in constructing knowledge through experiences.
  • Cognitivism focuses on internal processes, but constructivism stresses social and contextual factors in learning.
  • The learner has much more control over the learning experience in the constructivist view.

  • It requires a significant difference in the design of instruction from a behaviorist or cognitivist approach.
  •  A central idea is coupling students' prior knowledge with collaborative learning activities

Connectivism

  • The newest of these four learning theories

  • Like constructivism, it focuses on the learner as the active builder of knowledge, but in connectivism, the learner does not construct knowledge; they make, recognize, and mentally construct connections to networks of knowledge and information sources from a wide variety of sources, and technology often plays a role

Lesson 2: Mastery Learning Approaches 

There are many different names and forms of mastery learning, such as competency-based education (CBE), proficiency-based learning, and performance-based learning.

They focus on students' mastery of a defined set of knowledge or skills, and involve learning experiences that end when learners can demonstrate or prove their competence and understanding of the stated learning objectives.

Mastery approaches often allow learners to proceed at their own pace. (The WGU programs described here are mastery or competency-based.) Once learners demonstrate mastery of one concept, they can move on to the next concept, which allows for more self-directed learning. 

The most effective mastery approaches typically involve frequent formative assessment (testing or assignment to assess skill level throughout a course or training) that has immediate and instructive feedback.

A common example of mastery learning is how many people learn to play a musical instrument: demonstrating proficiency in a particular skill before moving on to a more challenging skill.

Most public schools, higher education, and workforce development programs do not use this approach, and instead focus on giving all learners the same amount of time and resources to study a skill, then assess/test on it, then move on to the next concept, even if some learners have not mastered the previous skill.

Competency-based education (CBE) is sometimes called proficiency-based learning or performance-based learning, with self-directed pacing and timely and differentiated support.

Lesson 3: Andragogy and Pedagogy  

Pedagogy is the methods and practices of teaching children.

Andragogy is the method and practice of teaching adults.

The learning needs of children are very different from the needs of adult learners, and not just because of age:

  • Children are required to go to school to learn, but many adults make the choice to learn or need to learn to succeed in their careers. 
  • Adult learners have more life experience and existing knowledge to build on
  • Adults may be more hesitant to ask questions or admit they don't know something, from previous bad experiences with learning or wanting to appear knowledgeable, compared to children.
  • Adults desire respect and acknowledgment of their values, while children may not know their values or beliefs yet.
  • Adults and children have different schedules or time needs, such as fitting in learning during or after work.
  • Adults are capable of self-paced learning, while children often need the teacher to set the pace.
  • Adults need to know the immediate relevance of the content they are learning to their life or job.

Lesson 4: Educational Frameworks to Guide the Design of Instruction 

Each framework was developed to help learning designers create learning experiences that will achieve certain outcomes, but each has a somewhat different focus. Multiple frameworks can be used together if needed.

Bloom's taxonomy

  • The most well-known framework
  • Guides learning designers in creating, selecting, arranging, and presenting learning experiences.
  • Defines levels of cognitive challenge and primarily considers what the instructor asks the learner to do.
  • Focuses primarily on cognitive challenge and load
  • Understanding the actions associated with each level guides choices in what the learner will be tasked to do to achieve the defined learning outcomes.

  • Traditionally presented as a hierarchical triangle, with the higher levels of thinking at the top (evaluating and creating) and lower levels of thinking at the bottom (remembering and understanding). 
  • Taught in nearly every K–12 teacher credentialing program in the U.S., although it was originally designed for use in higher education (colleges and universities).
  • It can be a good tool for creating learning objectives.

Fink's taxonomy

  • Considers the impact of learning experiences on the learner, both short and long term.
  • Focuses on "significant learning," which is a learner's ability to transfer the knowledge to new situations and feel intellectually strengthened or changed by the learning experience.
  • Fink's is primarily concerned with significant learning or long-term, deeply impactful learning outcomes.
  • Fink recognized that while Bloom's taxonomy characterizes the spectrum of cognitive effort, it does not adequately address the human and social understandings that educators seek to provide to their students.
  • Provides a useful tool for identifying the category of learning objective and learning experiences that will serve that objective.

Gagne's Nine Events of Instruction

  • The nine events are the steps or activities required for effective transfer of knowledge and student engagement.
  • The first event is to gain the attention of your audience by empathizing with the learners 
  •  Gagne and Merrill (below) both consider the ordering of learning events, along with motivation and engagement, as their primary concerns. 

Merrill's First Principles of Instruction

  • Merrill theorizes that all these frameworks are based on a single set of what he calls First Principles of Instruction. 
  • Merrill's approach to instruction is focused on learner engagement and demonstration of transfer of concepts to new situations as opposed to Bloom's focus on the cognitive demand of the tasks. 
  • Merrill's approach differs from Gagne's in that Gagne's is more of a prescription of the ordering of events, and Merrill focuses on the efficiency, efficacy, and engagement of the events.
  •  Merrill's approach does share with Gagne's the importance of engagement and student motivation, which Gagne addresses with an opening event designed to capture the attention of the learner.
  •  Merrill's first principles share the aspect of long-term impact and transferability of learning with Fink's Significant Learning taxonomy.
  • "Information alone is not instruction!" He believes that for students to learn, they must be motivated, and that the typical instructional sequence is not designed to motivate students

Universal Design for Learning (UDL)

  • Defines the necessary guidelines that ensure that learning experiences are accessible to all learners, who begin their learning experiences with a wide variety of needs and challenges, which require empathy for the designer to understand
  • The neuroscience behind iUDL supports the theory that the human brain is variable and goal-driven and exhibits plasticity. Humans can learn new things, even late in life, but each human's brain is a little different.
  • The UDL framework exists to assist instructors and instructional designers in ensuring that learning events do not exclude any learners from participation or engagement.

At this point in the course, there was a proctored (watched) multiple-choice test on the previous concepts.

Conducting a Learner Analysis 

Lesson 1: Empathy and Learner Analysis

Empathizing is needed to better understand learners. Empathy is the ability to recognize, understand, and share the thoughts and feelings of others. It involves experiencing another person’s point of view, rather than just your own point of view. You should have a deep understanding of the problems and realities of the people you are designing for in truly human-centered learning experiences.

For example, selecting specific categories of students, such as those who DO use an app (or other type of format) as well as those who DO NOT.

The most common method of interacting with the target audience for the purpose of empathizing is to conduct interviews for learner analysis, to dig beyond the surface and get to know who the learners are, what their experiences are, what their attitudes are, what their preferences are, and what helps them learn best.  There are three types of interviews you can conduct with target audience members: structured, semi-structured, and unstructured.

You first need to identify the learners to observe, interview, or shadow. 

You also need to be aware of how bias can affect the design of a learning experience. Bias is the result of your brain organizing people into groups based on stereotypes, which can lead to empathizing with the wrong thing. Designers should try to understand who learners are, not what they are. 

Lesson 2: Embracing Learner Differences 

Every learner is a unique individual with different needs and prior experiences that can influence how they engage in a learning experience.

Social and emotional needs

It is important to understand a learner's social and emotional needs, various identities, cultural assets, exceptionalities, neurodiversities, and prior experiences to determine learner types. 

Social and emotional learning (SEL) focuses on helping learners develop and apply skills to manage emotions, achieve goals, maintain positive and supportive relationships, and make good decisions.

It is critical for a designer to understand the social-emotional needs of their target audience so that content and learning activities can be designed to support those needs; otherwise, the learner may disengage or perform poorly. Social-emotional learning is also important for a learning experience to be meaningful and impactful. All these psychological factors affect a student’s motivation or ability to engage in the manner the instructor intends.

The CASEL 5 are five core competencies associated with SEL:

  • Self-awareness
  • Self-management
  • Social awareness
  • Relationship skills
  • Responsible decision-making

Learner identity and cultural beliefs

Learner identity is the perception a person has of themself as a learner. Many factors influence learners' identities, including their culture, experiences, preferences, habits, and attitudes, which all affect their interpretation of new knowledge and experiences.

  • Diversity: the mixture of differences and similarities found in the world, and acknowledging the related tensions
  • Equity: explicit commitment to access, opportunity, and advancement for all people. 
  • Inclusion: creating, embracing, and maintaining an environment in which an individual's uniqueness, contributions, and strengths are welcomed and valued. 

Learner differences and abilities

Learners' differences and abilities have different effects on the way they engage with learning experiences, but remember that all learners can learn. Challenge your assumptions or biases about learners with diverse learning needs, such as those previously called learning disabilities, so you can design in an equitable and inclusive way. Develop empathy for the learners whose learning experience is different, due to physical disability, cognitive or emotional disability, or neurodiversity.

Learners' prior experiences

Designers should incorporate what has been learned about the target learners’ prior knowledge and social contexts into the design of activities in the learning experience. 

In order to tap into the social nature of learners, designers can incorporate social learning experiences into their designs, which consider the learner as the center of their learning environment and create necessary social interactions to create knowledge through self-directed learning.

Recommendations include:

  • Engaging learners in social learning groups
  • Identify authentic contexts
  • Scaffolding learners
  • Consider the role of technology

Social learning theories include Vygotsky's zone of proximal development (ZPD), which refers to the difference between what a learner can do without help and what they can achieve with guidance and encouragement from a skilled partner (such as a learning designer or facilitator).

The designer must be aware of the existing state of development/knowledge of the learners to use this theory to allow the learner to direct their own learning.

Lesson 3: Empathetic Strategies to Synthesize a Learner Analysis 

Creating empathy maps and personas will guide the development of a learning experience to understand the needs, preferences, and challenges of real target learners.

Empathy maps

An empathy map characterizes target learner types and their perspectives and drives a designer to consider target learners’ past experiences, as well as the way they think, feel, and learn. A learner type is a description that encompasses multiple learners based on the way they learn.

The five-step process for empathy mapping:


  1. Define scope and goals – identify learners and learners’ tasks
  2. Gather materials for collecting information – select the tool for the empathy map
  3. Conduct research – gather information about learners
  4. Diverge and generate - identify learner characteristics from the data
  5. Converge and synthesize – identify trends or patterns in learner characteristics, combine similar ideas into a learner type, such as “low confidence learner.”

Personas

Designing learning experiences that address the needs and learner characteristics of the personas is an effective means of empathizing with the target learners. 

Because personas play such an important role in designing learning experiences, instructional designers should take great care to ensure that biases do not make their way into personas. 

The first task-based assessment for this course: Learner Analysis

The first hands-on task was conducting a learner analysis by reviewing two case studies and choosing two learner groups, determining learner types, and creating empathy maps and personas for each.

This task helps the student work through the first stages of the Design Thinking process to help fill a gap in knowledge and skills by which would result in creating an e-learning solution for target learners (in a future task).


How to Conduct a Needs Analysis 

Lesson 1: Introduction to Conducting a Needs Analysis

After the Empathize stage of the Design Thinking process, you'll move on to the Define stage.

In the Define phase of Design Thinking, you conduct a needs analysis to define the core problem and to determine how instruction or training can solve that problem.

You determine which skills people need to learn, their current skill level, and then the skill gap.

Then you develop a problem statement and a goal statement to define the problem.

Only after defining can you begin to think about how to close that gap by creating e-learning or other instruction.

You will develop clear and measurable learning objectives that can inform the design of instruction.

The learner analysis (Empathize phase of Design Thinking) and needs analysis (Define phase of Design Thinking) are both components of the “analysis” phase of ADDIE. 

 

A needs analysis includes a determination of the target audience's prior knowledge, skills, abilities, and performance gaps,  often by using existing data such as test scores or observations that show what the learners already know and the areas in which they struggle. Having this information validates the need for instruction and allows the designer to understand where prior knowledge stops and where the instruction can begin.

A needs analysis also includes a determination that the need is an instructional problem that can be solved through instructional training or education. The organization may face additional problems in processes or communication, which may be less likely to be solved through instruction or training.  Learning design focuses on the lack of knowledge or skills in a specific content area or skill set, not issues such as a lack of motivation.

A designer must determine learner needs before planning the content of the learning experience because, in order to create a solution, you must first identify the correct problem. This is similar to identifying the root cause of problems and not only identifying the symptoms of the problem.

It is also important to identify the desired state of knowledge, the level of knowledge the learners should attain by the end of the instruction, so you know when your instruction module or training is complete. This can be thought of as "what done looks like."

The knowledge gap between the current state of students' knowledge and the desired state of knowledge becomes the scope that the new instruction will target.

The designer will design the instruction to close the gap, ensuring learners achieve the desired state of knowledge. 

You use this gap to create a problem statement, which is used as a guidepost in the next phase of Design Thinking, Ideate, as well as use it to create actionable learning goals and objectives.

Lesson 2: Developing Learning Objectives 

Goals are typically broad in scope and describe the intent of the course/instruction or explain what is desired to be accomplished.

Objectives are much more specific and narrowly define measurable and specific pieces of knowledge or components of a skill.

Bloom's taxonomy is also a useful tool in the development of specific, measurable learning objectives. It can be used to guide the language of the learning objectives and the activities and assessments that are designed to support them, to scaffold into the learning goal.

Scaffolding means that by achieving each learning objective, the learners should be able to achieve the learning goal. The learning objectives scaffold the learners to the learning goal.

Learning objectives are the framework for the activities and assessments in a learning experience. Every activity and assessment item should be designed to move the learner toward a specific learning objective. 

One quality measurement of a learning experience is the alignment of the goals, objectives, approach, learning activities, and assessments.

The Quality Matters design rubric explains the importance of alignment among the following factors:

  • Goals
  • Content
  • Instructional design
  • Learner tasks
  • Instructor roles
  • Student roles
  • Technologies
  • Assessment

The second task-based assessment for this course: Needs Analysis

For this second hands-on task in the course, I conducted a needs analysis which consisted of the following steps:

  • Define the instructional problem
  • Create the goal of the instruction
  • Identify existing gaps in knowledge and skills,
  • Make a list of learning objectives.

 

 

Thanks for reading this overview of Learning Experience Design Foundations I! The next blog will be about the Learning Experience Design Foundations II course.