As I've been designing learning community functionality, I've realized there are four kinds of designs that have lots in common:
- Community designs to get more members, commitments, interactions and contributions
- Enterprise designs to get more customers, loyalty, purchases, and word of mouth advertising
- Instructional designs to get more retention, motivation, implementation and follow through
- Game designs to get more engagement, exploration, persistence and experimentation
- When I've designed houses, group facilities or office buildings, I've been concerned with how the users would respond to the spaces and juxtaposition of functions.
- When I've designed productions for the staging of live theater or videotaping, I've considered how the unfolding narrative is conveyed by the visual setting and environmental cues.
- When I've designed activities for after-school programs, children's museum exhibits and arts center programs for elementary students, I've been concerned with how much fun the kids are having as well as how contagious my own enthusiasm is for them.
- When I've designed publications, workbooks and flash-cards, I've considered how accessible the ideas appear to be and how the organization contributes to the users' comprehension.
- When I've designed college courses, corporate training sessions and professional workshops, I've been concerned with avoiding useless activities that provide no take away value or impact beyond the session.
- When I've designed performance appraisals, organization change models and interventions in troubled mergers, I've considered how to get others to think for themselves and rely on their inner sense of direction.
- When I've designed executive planning retreats, strategy formulation sessions and processes for revitalizing businesses, I've been concerned with handing over the controls so momentum in not lost when the gathering ends.
No comments:
Post a Comment