Section 01 · Unit introduction

Why this exists

Most workplace learning fails the same way: clever content, the wrong learner, no plan for what the learner can do afterwards. This unit fixes the first three things you control as a designer.

By the end of this unit
  • Describe the difference between training and instructional design.
  • Write a learning objective that is observable.
  • Name the five stages of the workflow used in this practice.

Training is not learning

Training is what the trainer delivers. Learning is what changes in the learner. Instructional design is the bridge between the two — the deliberate work of arranging content, practice, and feedback so the change actually happens.

Tell me and I forget. Teach me and I may remember. Involve me and I learn.
Attributed to Benjamin Franklin · paraphrase

What you are designing

You are designing three things at once:

An outcome

What the learner can do that they could not do before. Observable, not vague.

A path

The shortest sensible route from where the learner is now to that outcome.

A practice

Enough retrieval and feedback to make the outcome stick when the learning is over.

Section 02

Start with the learner

Design begins with someone specific. Not an org chart. Not a job title. A person, with a job, with constraints, with a phone in their hand at 4pm. If you cannot picture them, you cannot design for them.

Three questions before you write a word

Who exactly?
Role, level of experience, prior knowledge, language level, device they will use. Be specific. "Anyone in the organisation" is not an audience.
Where and when will they meet this?
In the flow of work, between meetings, on a phone in transit, in a quiet morning slot. The where shapes the how.
What will be different afterwards?
What can they do, or do better, or do faster, or stop doing. Write it as a sentence you would defend to their manager.
Reflect

Take a piece of training you have either built or sat through. Can you answer all three questions for it? If not, that is where the design needs more work.

Mobile-first is not a slogan

Most workplace learners will open content on a phone. Plan for the small screen first. Short paragraphs. Headings that work as labels. Images that mean something at thumb-width. If it works on a phone, it works everywhere. If you design for a desktop, you build twice.

Rule of thumb

Forty-five words is the working maximum for a paragraph in a workplace learning unit. Hit it most of the time. Allow yourself an extra sentence when it earns its place.

Section 03

Learning objectives that are useful

A learning objective is the contract between you and the learner. If you cannot tell whether they hit it, it is not an objective — it is a hope.

The shape of a good objective

A useful objective has three parts: the verb the learner can do, the thing they will do it to, and the condition under which they will do it.

3
Parts of every learning objective: verb, object, condition. Drop one and the objective is incomplete.

Verbs that work, verbs that do not

Observable verbs. You can tell whether the learner did them.

Identify, list, describe, explain, demonstrate, apply, classify, compare, prioritise, plan, design, evaluate, debug, calculate, draft.

Unobservable verbs. They live in the learner's head. You cannot grade them.

Understand, know, appreciate, be aware of, learn about, be familiar with, grasp, get a feel for.

Teaching tip

If you find yourself writing "understand", stop. Ask what the learner would do to prove they understand. That verb is your real objective.

Bloom, lightly

Bloom's taxonomy is a ladder of verbs from recall at the bottom to creation at the top. You do not need to memorise it. You do need to notice when every objective in your course sits on the bottom rung. A unit made only of "list" and "identify" is a quiz, not a course.

Knowledge check

Which of these is the strongest learning objective?

Section 04

The five-stage workflow

Most projects fail not because the design was wrong but because the work was done in the wrong order. The order below is what production teams actually use. Skipping a stage costs you twice in the next one.

Plan and storyboard

Agree outlines and objectives with the editor and project manager. Build a storyboard document, section by section. Specify every asset: audio scripted, images described, videos timed.

Proofread

A qualified proofreader, briefed on the project, with access to the style guide. Their changes go back into the storyboard, not the build.

Build and produce assets

Build the unit in the platform from the storyboard. Assets can come in late as long as they are signed off before the review.

Review

Editor reviews the build against the storyboard and the review checklist. Most changes should already be settled in the storyboard.

QA

Project manager runs a final pass against the brief. If the early stages were done well, this stage is fast.

This workflow is taken from production guidance for the Rise 360 platform but the shape is universal. Plan, write, check, build, sign off.

Reflect

Which stage do you tend to compress or skip? What does it cost you downstream?

End of Unit 1

You should now be able to:

  • Describe the difference between training and instructional design.
  • Write a learning objective that is observable.
  • Name the five stages of the production workflow.

Continue to the unit review.

Section 05

Unit review

Four questions about what you have just read. Choose the best option in each.

Question 1 of 4

Which statement best describes instructional design?

Question 2 of 4

Which is the weakest verb for a learning objective?

Question 3 of 4

Why is "start with the learner" the first principle?

Question 4 of 4

Which stage of the workflow comes immediately after planning and storyboarding?

End of module

You have completed Foundations of Instructional Design. Next: Digital Learning Design Principles, which turns these foundations into the rules you apply when designing for a screen.

Craig Stanley Studio · Instructional Design Foundations · Course 01 of 04 · Built from best-practice production guidance for Rise 360 and digital learning toolkits.