Agile Development and Design Thinking
In most projects in education we complement Learning, LxD, and the Agile Process to achieve development. In this article we focus on Design Thinking.
- Integrating Agile and LxD
- Adapted Agile
- Incorporating Design Thinking (Section 1)
- Examining Various Approaches to Learning (Section 2)
Integrating Agile and LxD
In this article, we compare multiple approaches to learning and development. While many models and frameworks exist, our emphasis will be on three complementary perspectives:
Adapted Agile – an iterative, feedback-driven process that guides how learning solutions are planned, built, and refined.
Design Thinking Process – a human-centered, creative problem-solving process that ensures solutions meet learner needs.
Merrill’s Principles of Instruction – a problem-centered, modular instructional design framework that ensures learning is effective, efficient, and engaging.
These three perspectives form the foundation of the discussion that follows, shaping how we integrate Learning Experience Design (LxD) with Agile methodologies in education.
Adapted Agile
Agile development and educational design share a common challenge: effective assessment and improvement require intentional planning and feedback.
- In software, Test Driven Development (TDD) ensures that testing is built into the development cycle.
- In education, Backwards Design emphasizes starting with assessment goals before planning instruction.
- Design Thinking brings these ideas together by centering the user—whether that’s a learner or a software customer—through empathy and defining a clear point of view (POV).
This approach ensures each sprint becomes more than a sequence of tasks—it’s a continuous loop of improvement driven by user needs and team reflection.
SPRINT CYCLE (2–4 Weeks)
-
Sprint Backlog
List all tasks, requirements, and ideas for the sprint. This ensures learners have a clear roadmap and aligns with LxD principles of structured iterative work. -
Sprint Plan
Decide what the team can realistically achieve in this cycle. Planning builds prioritization skills and connects learning objectives to tangible outcomes. -
Meet-users ↔ Meet-owners ↔ Empathy → Vision and Requirements
Gather input from stakeholders and potential users to understand their needs. Empathy strengthens design relevance and helps define clear learning goals. -
Perspective ↔ POV → User-stories
Translate observations into points-of-view and actionable user stories. This connects research insights with concrete tasks, fostering learner-centered design. -
Sprint Development
Begin building or prototyping based on the backlog. Active creation reinforces understanding and encourages experimentation. -
Ideate ↔ HMW → Issues
Brainstorm solutions framed as “How Might We” questions. This encourages creative problem solving and the generation of multiple learning pathways. -
Standup → Pinup → Kanban
Conduct short check-ins and visualize progress on Kanban boards. This supports self-management, collaboration, and transparency of work. -
Implementation → Code
Turn prototypes or designs into working solutions. Hands-on implementation aligns with Agile Development and LxD emphasis on learning by doing and iterative refinement. -
Test ↔ Using User-stories → Feedback, Issue Checks
Validate outputs against user stories and requirements. Iterative testing encourages reflection, feedback incorporation, and improvement. -
Burndown ↔ Using Issues → Issue Done?
Track completion visually with burndown charts. This fosters awareness of progress and helps learners manage tasks dynamically. -
Retrospective ↔ Using Vision → Revise Vision and Requirements?
Reflect on successes, challenges, and evolving requirements. Retrospectives cultivate meta-cognition and adaptive design thinking. -
Sprint Close
Finalize deliverables and lessons learned. Closing reinforces accountability and prepares the team for the next iteration, ensuring continuous improvement.
flowchart TD
A[Sprint Backlog] --> B[Sprint Plan]
B --> C[Meet-owners ↔ Meet-users ↔ Empathy → Vision and Requirements]
C --> D[Perspective ↔ POV → User-stories]
D --> E[Sprint Development]
E --> F[Ideate ↔ HMV → Issues]
F --> G[Standup → Pinup → Kanban]
G --> H[Implementation → Code]
H --> I[Test ↔ Using User-stories → Feedback, Issue Checks]
I --> J[Burndown ↔ Using Issues → Issue Done?]
J --> K[Retrospective ↔ Using Vision → Revise Vision and Requirements?]
K -.-> B
K --> L[Sprint Close]
%% Feedback loop from Retrospective/Burndown to Plan
J -.-> E
%% Optional: Highlight the cycle
subgraph "Sprint Cycle"
B
C
D
E
F
G
H
I
J
K
end
Incorporating Design Thinking (Section 1)
Instructional Design vs. Learning Experience Design a comparison.
Instructional Design is the traditional approach to creating learning opportunities. It focuses on identifying needs, setting goals, defining assessments, and establishing learning objectives using established frameworks and tools.
Learning Experience Design (LxD) evolves this thinking by emphasizing flexibility and responsiveness to the diverse needs, interests, and goals of learners. LxD aims for equitable outcomes and integrates elements from User Experience Design (UxD), graphics, games, and overall learner experience. The shift from Instructional Design to LxD is fueled by new technologies, mobile learning, iterative development, and the growing emphasis on early feedback.
Human-centered Design
Human-centered design puts the learner at the center of the solution. Content is developed from the learner’s perspective, with the goal of building solutions that are truly adapted to the audience.
The process is cyclical and includes:
- Inspiration: Understanding the learner’s context and needs.
- Idea: Generating creative solutions.
- Implementation: Bringing ideas to life in practical ways.
- Iteration: Continuously refining solutions based on feedback.
Learning Experience Design
LxD is about designing learning that adapts to individual needs, interests, and goals, striving for equitable outcomes for all learners.
It incorporates principles from user experience, game design, and graphic design to create engaging and effective learning environments.
The key differences between Instructional Design and LxD are rooted in a more iterative, feedback-driven philosophy, and a focus on mobile and flexible learning.
Instructional Design Process Models
ADDIE Model: The most well-known instructional design process, consisting of:
- Analyze: Define goals, audience, and resources.
- Design: Align instructional strategies to goals.
- Develop: Create learning resources and pilot test.
- Implement: Integrate resources into the learning environment and engage users.
- Evaluate: Assess the effectiveness of instruction and resources.
SAM (Successive Approximation Model): Focuses on iterative phases and tasks:
- Preparation: Background research and information gathering.
- Iterative Design: Design, prototype, and review.
-
Iterative Development: Develop, implement, and evaluate (Alpha, Beta, Silver, Gold stages). SAM aims to make ADDIE more agile, though it still includes some pre-planned milestones.
-
Understanding by Design (UbD): A Backwards Design approach:
- 🎯 Identify desired results.
- 📊 Determine assessment evidence.
- 🛠️ Plan learning experiences and instruction.
Design Thinking Process
Design Thinking is a flexible, human-centered process that sits at the heart of LxD.
In a classroom, it can be challenging to simulate authentic user feedback, but you can get creative—try “cross-table” exchanges, connect with another CS class during office hours, host an informal meet-up (even at a Panera 😊), or share your ideas with friends or family.
The key is to make feedback social—learning from different perspectives strengthens your design. The five phases can be adapted for classwork:
- Empathy: Use quick interviews, observations, or “focus swaps” across tables to uncover how peers think and feel. Try creating mini-surveys or role-play scenarios to simulate real users.
- Define: Turn your findings into a clear problem statement and Point-of-View (POV). Frame it in the form of a User Story (e.g., “As a student who struggles with tool installation, I need basic Linux knowledge so that I can work in the terminal.”)
- Ideate: Run rapid brainstorming sessions—sticky notes, whiteboards, or digital tools. Encourage “How Might We” (HMW) questions to spark creativity and push beyond obvious solutions (e.g., “How might we write code that makes installation easier?”).
- Prototype: Build quick, low-fidelity versions of your ideas—sketches, flowcharts, mockups. Start lo-fi, then increase fidelity (e.g., diagrams → clickable prototypes → code). Use class reviews as checkpoints for feedback.
- Test: Treat presentations, peer reviews, and teacher feedback as testing sessions. Rotate roles so different students lead at the keyboard—this spreads responsibility and gives everyone a turn at navigating the “user experience.” You might also reverse the roles and put the teacher at the keyboard while students provide instruction. Finally, don’t be afraid to take your work outside of class—show friends, family, or even the folks at Panera 😊 what you’ve accomplished.
mindmap
root((Design Thinking Iteration))
Empathy
Meet
Social
Define
POV
User-story
Ideate
Brainstorm
HMW
Prototype
Lo-fi
Coding
Test
Feedback
Refine
Examining Various Approaches to Learning (Section 2)
Instructional Approaches to Learning
- 🏆 Behaviorist: Learners respond to stimuli, and instructors obtain responses. This approach is especially valuable for young learners, where rewards (like gold stars) motivate learning.
- 🧠 Cognitivist: Focuses on memorization, organization, repetition, and well-defined problems as a foundation for deeper learning. Learners develop metacognition and adapt previous learning to new contexts. Learning is highly individual.
- 🛠️ Constructivist: Authentic learning is achieved by solving or creating real-world solutions. Group formation is key, and deep learning comes from producing tangible results. Learners have more control over their experience, such as choosing projects, compared to scripted learning outputs.
- 🔗 Connectivist: Leverages information systems, groups, and cultures with large quantities of information. Learners connect to systems and people to facilitate learning, often using the internet and AI. This approach builds on constructivist principles, with learners actively building knowledge through authentic choices and projects.
Mastery Learning Approaches
- ✅ Mastery Learning: Learners must demonstrate mastery of a concept, skill, or procedure before moving on. In large classrooms, this is challenging, but learning analytics and adaptive technologies help personalize instruction and measure student success.
- ⏰ Traditional Learning: Progression is dictated by a predefined schedule, moving to the next skill based on time rather than mastery.
- 🏎️ Competency-Based Education (CBE): Learners move at their own pace with immediate formative feedback. CBE formalizes mastery learning, with frequent student-teacher interactions to measure success.
Andragogy and Pedagogy
Aspect | Andragogy (Adult Learning) | Pedagogy (Child Learning) |
---|---|---|
Direction | Self-directed | Teacher-directed |
Motivation | Intrinsic | Extrinsic |
Experience | Experience as a resource | Limited experience |
Content | Seeks relevant content | Content defined by teacher |
Self-concept | Established self-concept | Self-concept dependent on teacher |
Recognition | Seeks recognition | Learning to reach next level |
Orientation | Learning oriented to needs | Learning oriented to teacher’s requirements |
Educational Frameworks
- Bloom’s Taxonomy:
- Remember
- Understand
- Apply
- Analyze
- Evaluate
- Create
Bloom’s Pyramid shows how learning builds upward, from the foundational level of Remember to the highest level, Create—emphasizing knowledge as a structure built on a solid base.
^
/ \
/Create\
/--------\
/ Evaluate \
/------------\
/ Analyze \
/----------------\
/ Apply \
/--------------------\
/ Understand \
/------------------------\
/ Remember \
/ ---------------------------\
- Fink’s Significant Learning: Holistic, affective
- Intersection: All learning verbs intersect to form Foundational Knowledge.
- Foundational Knowledge: Content, facts
- Application: Connecting concepts, solving problems, making decisions
- Integration: Transfer knowledge to new subjects and real-world contexts
- Human Dimension: Collaboration, understanding self and others
- Caring: Feelings, Values
- Metacognition: Independent, continual learning, learning to learn
mindmap
root((Foundational Knowledge))
Application
Connecting
Solving
Making decisions
Integration
Transfer knowledge
Real-world
Human Dimension
Collaboration
Understanding
Caring
Feelings
Values
Metacognition
Independent
Learning to learn
- Gagne’s 9 Events of Instruction: Procedural and cognitive
- Gain Attention – Spark curiosity and relevance (e.g., compelling question, scenario, icebreaker)
- Inform Learners of Objectives – Clearly define purpose and intended outcomes
- Prior Learning – Activate or reinforce previous knowledge
- Present Content – Introduce concepts, demos, videos
- Provide Guidance – Scaffolding, rubrics, examples, references
- Elicit Performance (Practice) – Guided or independent work
- Provide Feedback – Timely, specific comments
- Assess Performance – Evaluate mastery
- Enhance Retention and Transfer – Apply in new contexts, use summaries, real-world tasks, reflection
flowchart TD
A[Gain Attention of Students] --> B[Inform Learners of Objectives]
B --> C[Stimulate recall of Prior Learning]
C --> D[Present the Content]
D --> E[Provide learning Guidance]
E --> F[Elicit Performance - Practice]
F --> G[Provide timely Feedback]
G --> H[Assess Performance]
H --> I[Enhance Retention and Transfer]
I -.-> A
-
Merrill’s Principles of Instruction: Problem-based and modular.
- Motto: Make instruction Effective, Efficient, Engaging
- Focus on Problem-centered, modular approach to learning.
- Provide a project-based and experiential learning environments.
- Problem-centered: Begin with a real-world task or authentic problem.
- Show the tasks learners will complete
- Ensure learners are engaged
- Progression: begin with basic problems and add complexity
- Activation: Help learners activate prior knowledge
- Previous Experience: Tap into learners’ existing knowledge
- Provide new experiences: Ensure tasks are interesting and authentic
- Scaffold learning: begin basic and add complexity
- Demonstration (Show me): Provide clear models or examples
- Consistency: Provide content that reflects learning outcomes
- Learner guidance: Provide multiple representations of ideas, concepts, and perspectives
- Relevant media: Use relevant media to support effective learning
- Application (Let me): Practice and apply learning, guided then independent
- Practice consistency: Align practice with learning outcomes
- Diminishing dependence culture: Gradually withdraw coaching to build learning independence
- Varied problems: Provide opportunities for learners to apply their learning to different contexts
- Integration: Reflect, share, or use new knowledge in meaningful contexts
- Watch me: Provide opportunities for learners to demonstrate and share learning
- Reflection: Include reflection activities to recognize progress
- Creation: Encourage learners to transfer their learning into practical and useful applications in their own lives
Learner focused mindmap
Position learners to receive the right scaffolding and support as they engage with each task.
mindmap
root((Problem-centered learner))
Module1((Activate))
Provide me
Engage my experience
Module2((Demonstrate))
Show me
Provide me guidance
Module3((Application))
Let me
Align my outcomes
Module4(Integrate)
Watch me
Allow me to demo
Learning task usefulness
Each module in the learning system should be real-world, interesting, and incorporate all the principles of instruction.
mindmap
root((Real-world tasks))
Module1((Effective))
Activate
Demonstrate
Apply
Integrate
Module2((Efficient))
Activate
Demonstrate
Apply
Integrate
Module3((Engaging))
Activate
Demonstrate
Apply
Integrate