25 September 2014

LX Design

Two intersecting areas of study which have captivated my interest this year, Design Thinking and Project Management, have significant promise as I consider how to apply new principles to planning a year of learning in my Grade 5/6 classroom.

The two disciplines are strongly intertwined and have profound implications when applied to designing learning experiences. This post seeks to define LX Design as an approach to classroom planning and as a framework for ongoing iteration and reflection.



Design Thinking


Completing the Macromedia University Design Thinking MOOC introduced me to the discipline of User Experience Design, or UX Design. When thinking in terms of user experience, a designer considers all human elements and possibilities related to a product or service, not only the material and economic.

For example, when designing a machine to make coffee, one must consider not only the cost and suitability of the materials used, but also the likely moods of users, often early in the morning, while using the coffee machine.

A common theme in Design Thinking is to understand people's emotional, social, psychological, and spiritual needs when designing products, services, and experiences. In the case of education, we design learning experiences, hence the term 'LX Design'.


Meanings of use


Klaus Krippendorff's lecture, The Key Concepts of The Semantic Turn, and in particular his explanations of 'meanings of use', challenged and transformed my thinking about learning. I recreated the graphic below to represent what I consider an essential model for educators. It is the foundation for my approach to LX Design.