Intended Audience

We anticipated two primary audiences:

  1. Buyers of learning solutions - People who procure learning experience products for their organizations

  2. Producers of learning solutions - People who produce learning experiences for other people, as a product, and who are often organized into multi-disciplinary teams. The producers audience also includes people who produce learning experiences for their own organizations rather than for others.

Buyers of Learning Experiences

By buyers, we mean people who procure learning experiences and training products for their organizations.

This may include the following:

  • Government organizations (United States or other countries)

  • Commercial for-profit organizations (worldwide)

  • Non-profit organizations (worldwide)

Producers of Learning Experiences

By producers or makers, we mean learning professionals who produce learning experiences for other people, as a product, and who are organized into multi-disciplinary teams. We also include people who produce learning experiences for their own organizations rather than for others.

The target audience’s development team typically includes one or more instructional designers (there is a nascent trend to calling them learning experience (LX) designers); one or more media people for graphics, animations, video and audio; software developers for HTML5, JavaScript, CSS and sometimes other programming languages for learning content players, game engines and simulations; editors and sometimes technical writers. Also, there are typically subject matter experts, or SMEs, that are assigned to the project.

Sometimes the teams are bigger and may have different specialties. For example with game-engine based learning, we have worked with technical artists that build 3D models, software developers to write the code that provides all the behaviors depending on the complexity, levels and missions. We have also worked with game designers, and now the group can include motion capture specialists.

For complex learning simulations, there are software developers and simulation model designers to make the Sim engine meet the fidelity expectations. Instructional/LX designers tend to lead these cross-functional teams because learning drives the ends, and so they are involved in the means.

If you are a sole producer, you may want to consider combining (a) David Allen’s ideas in his book, Getting Things Done and (b) Kanban. Lean still applies and you can gain from it.

Note
Because Lean-Agile comes with its own lexicon, the glossary at the back of this book explains what we mean by these terms.
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