Tag: Design

  • What Does the Space Age Teach Us about Instructional Design?

    What Does the Space Age Teach Us about Instructional Design?

     

    Source: NASA

    The 50th Anniversary of the Apollo 11 Mission to the Moon is upon us. As a science lover, I’ve been soaking up all of the ceremonies
    as well as the updates of future space missions ahead including
    Artemis. Space science has been inside of science learning standards for
    years. Several themes have emerged that intersect with instructional
    design and I want to mark the 50th Anniversary of the Mission to the
    Moon by noting these lessons.

    First, a little history.

    The
    urgency within modern STEM education within the U.S. traces it’s
    history directly back to geopolitical sources. With both Sputnik in
    low-space orbit and a man in “space” already, the Russians were ahead
    during the Cold War and fears were rampant that enemies could be
    anywhere on the planet because they could look down or drop down from
    above. Since the dawn of the Space Age, there has been a call to
    increase the number of working scientists in the United States in order
    to achieve and maintain supremacy of near-Earth space. Interestingly,
    this call for more mathematicians and scientists goes on today, even
    though the U.S. is undeniably one of the top three countries in the
    world with viable dominance in space. Therefore, lesson one is: Never
    underestimate the power of geopolitical influence in guiding overall
    learning and education. If you thought science and space could float
    off together un-tethered to any human notions of greed, you are very
    wrong. (Reference: the entire movie Interstellar.)

    Coincidentally,
    the field of Instructional Design tends to trace its history to nearly
    the same time period, starting in the 1950s Post-World War II America,
    with ID edging out the space race by less than 10 years. ID was born to
    the idea of planning and putting edges and method to the art and science of learning. How nice that ID was considered both an art and a science! That’s a theme coming up.

    Next lesson: It’s all about teamwork.

    This one is the biggest lesson for me. There were two types of people directly involved in the Moon Missions:

    First, Ground Control.
    Notice the name. Ground Control. Not Ground
    We-Think-We-Have-A-Good-Idea, Can-We-Run-It-Past-You. Not
    I-Have-10,000-Twitter-Followers-So- Obviously-I’m-Thinking-Clearly.
    Ground Control. They called the shots. The people on the ground had
    access to:

    • The most amount of data. (Crossover with AI here)
    • The most amount of experts.
    • Prototypes and the ability to change technology setups on the fly. Hint: Cross-over with UX technology here.

    I
    look at the footage of the control rooms, practice areas, and hear from
    the astronauts themselves and I see one theme over and over: Checklists.
    Controls. Contingency plans. And training until it is automatic. And
    this is a great lesson for instructional design. When designing
    learning, make sure every step is documented. Make checklists. Keep
    checklists. Update them. You will need to know about every fuse, knob,
    switch, and procedure that your learners will need to engage. In Space
    travel, there is no “hand waving” approach. That means that there are no
    shortcuts or middle parts that are so ubiquitous that they are not
    documented. You can’t skip launch to get to orbit. You can’t skip orbit
    to get to the Moon. Checklists make me happy. Every step is important.
    This is learning science.

    Second, Test Pilots.
    As we reflect on history, we’ll have to just weigh the balance as to why
    the test pilots were only white males. Grr. But alas, the specific
    personality characteristics of test pilots is the point here. Test
    pilots need to know as much as they can. They need to be trained to the
    point of automatic responses (just the same as police, fire, and
    medical personnel on Earth). And then the most important point: they need to be able to improvise and take the leap from the known to the unknown. Another name for this characteristic is bravery. This is the art.

    If I may insert an analogy here, we had our Spock on the ground and sent our Jim Kirk to space. We need both.

    Instructional
    designers need to have a little of both within them. They should know
    everything about everything within the instruction they are working on.
    (I’m not saying that they should be SME’s on the content. We have
    SMEs, it’s the SME’s job to be the Subject Matter Expert.) But
    instructional designers should know the learning inside and out.

    Instructional designers should have a test pilot streak; the ability to say “I wonder what this will do” and be willing to try.

    As I’ve written about before, most of the bad rap that online education has comes from badly done online education. We have to experiment to do better. Strap on a parachute and get up there and try something new.

    Next lesson: It’s worth it to “shoot for the moon.”

    There
    is a quaint phrase out there that says “Shoot for the moon. If you
    miss, you’ll land in the stars.” Beside the annoyance you give
    scientists over the concept of accuracy, the point is to try because
    other things besides your main goal are achievable; to reach out. It is
    good when the instruction you designed reaches its goal. It is an
    absolute delight when the instruction you designed reaches another unplanned
    but desired for goal. But you don’t get that second goal until you try
    for the first. It is this degree of bravery that helped us get where we
    are. To this day, we have advanced in many areas of Earth habitation,
    not just space exploration, with the Moon Missions. We need more bravery
    in instruction to go forward.

    Final lesson: After 50 years, we’ve only just started.

    NASA
    has plans and I entirely support their explorations both in space and
    on Earth. (Indeed, without Earth, where are we going to keep our stuff?)
    The blue marble in space idea reminds us that we are all in this
    together. Within instructional design, brain-based learning is getting
    some great traction and I support this as it erases differences of
    gender and race to look at the neurological underpinnings of learning.
    As I’ve noted
    before, I’m researching the future of transmedia, cross-reality, and
    virtual reality as it relates to instructional design and we are only
    just beginning to know what it can do.

    Our Moon shot is still ahead, instructional designers.

    Come along for the launch. I’ll save you a seat.


    #Apollo11
    #Moonshot #space #NASA #spaceexploration #50thAnniversary #Transmedia
    #virtual reality #virtualworlds #crossreality #mixedreality
    #augmentedreality #design #instructionaldesign
    #everythingilearnedfromStarTrek #Spock #JimKirk #GroundControl
    #TestPilots #brainbasedlearning #neuroscience #teamwork #artandscience
    #science #heatherpolicy #heatherlovesscience #5DayChallenge

     

    This post originally appeared on LinkedIn on July 16, 2019

    https://www.linkedin.com/pulse/what-does-space-age-teach-us-instructional-design-heather-dodds  This post was updated on April 3, 2026 with a better font and removal of missing images.

  • Designing With Transmedia: Watch This Space

    Designing With Transmedia: Watch This Space

     

    Source: Stockphoto

    I used to fly back and forth to Salt Lake City, a lot. I stopped
    counting after 26 trips. Statistically, it’s bound to happen on those
    flights. And it did.

    I sat next to Donny Osmond.

    I didn’t bug him, talk with him, or ask for a photograph with him. Because I was focused on something else, something much more important to me. I was focused on a book.

    To this day, the book sits within arm’s reach of my working space. What book is so important? The Cambridge Handbook of Multimedia Learning,
    edited by Richard E. Mayer, 2009 edition. What held my attention so
    strongly? The disciplined and codified research that says no matter how
    fancy you make the learning method, the learning is the same.

    How could this be? Bigger, better, faster, happier learning is my raison d’etre. What’s going on here?

    I
    started my doctoral program with one focused idea: that I believe in
    the power of transmedia. The entire field of virtual reality is still in
    the wild wild west stage, and here, anybody can do anything. Hence, I’m
    calling it all transmedia. But I don’t mind what it is called*. I’m
    just fascinated with what we can do virtually that fools the mind and
    brain into thinking an experience actually happened.

    (more…)