Learner and User Experience Research

An Introduction for the Field of Learning Design & Technology
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Researchers in the field of Learning/Instructional Design and Technology have been engaged in productive scholarly endeavors at the intersection of Learning Design, User Experience, Human-Computer Interaction, and associated disciplines for some time. This edited volume captures the collective voices of authors working in this area. This book focuses on explicating the ontological and epistemological underpinnings of user-centered design and user experience as applied in the field of Learning/Instructional Design and Technology with the goal of foregrounding the importance of learner experience as an emerging design paradigm for the field. This volume is comprised of 15 chapters and organized into three parts: (1) Methods and Paradigms (5 chapters), (2) Conceptual and Design Frameworks (6 chapters), and (3) LX Design-in-practice (4 chapters). This volume serves as a contribution to an emerging, transdisciplinary, and complex phenomenon that requires multiple literacies. LX is not only concerned with the effectiveness of designed learning interventions, but also with the interconnected and interdependent relationship between the learner- (or the teacher-/instructor-) as-user, the designed technology, novel pedagogical techniques or instructional strategies, and the learning context. The diversity and breadth of perspectives presented herein serve as a topographical sketch of the emerging focus area of learner experience and represent an opportunity to build upon this work in the future.
Suggested Citation
, , , & (2020). Learner and User Experience Research: An Introduction for the Field of Learning Design & Technology. EdTech Books. https://edtechbooks.org/ux
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Sam Jackson

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AcknowledgementsIntroduction to the Edited Volume, , , , & I. Methods, Paradigms, and Theories of LX Design1. Methods of User Centered Design and Evaluation for Learning Designers, , , & 2. Paradigms of Knowledge Production in Human-Computer Interaction: Towards a Framing for Learner Experience (LX) Design3. Theories of Change in Learning Experience (LX) Design, , & 4. Flow Theory and Learning Experience Design in Gamified Learning Environments & 5. Color Theory in Experience DesignII. Models and Design Frameworks for LX6. Sociotechnical-Pedagogical Usability for Designing and Evaluating Learner Experience in Technology-Enhanced Environments, , , & 7. Learning Experience Design: Challenges for Novice Designers & 8. The Role of Needs Assessment to Validate Contextual Factors Related to User Experience Design Practices & 9. The Design Implementation Framework: Guiding Principles for the Redesign of a Reading Comprehension Intelligent Tutoring System, , & 10. From Engagement to User Experience: A Theoretical Perspective Towards Immersive Learning & 11. Intentional Learning Design for Educational Games: A Workflow Supporting Novices and ExpertsIII. LX Design-in-Use12. Integrating Learner and User Experience Design: A Bidirectional Approach, , , & 13. Participatory Design and Co-Design—The Case of a MOOC on Public Innovation & 14. Supporting Equity in Schools: Using Visual Learning Analytics to Understand Learners’ Classroom Experiences, , , & 15. Think-Aloud Observations to Improve Online Course Design: A Case Example and “How-to” Guide, , , , , & Browse by KeywordList of AuthorsIndex of Terms