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To read about the analysis and background work that went into the project, scroll down.
Background
Advanced AI, a machine learning tech startup, is now investing in employee development due to significant growth in the past 3 years. Recognizing this need, the VP of People, with a background in general human resources, hired our team to provide leadership training for new managers (<4 months). Currently, there are 18 new managers, with an expected 8 more by midyear. Conservative projections indicate 7-10 new managers annually. The program design needs a longitudinal component to accommodate this growth.
Following a successful 2022, the 2023 budgets secured our team an unlimited budget for designing and implementing a learning solution for new managers. The only stipulation is to identify the solution by the end of Q1 2023, with implementation beginning in Q2.
** Disclaimer: This project used a fictional client, and our professor acted as the stakeholder.
Approach
We used design thinking to guide the project, prioritizing the learner's experience. Our focus was to create an immersive learning journey instead of offering disconnected solutions. By leveraging various delivery methods and frameworks, we ensured that our learning activities were rooted in adult learning science and solid instructional design principles.
What is design thinking?
Design thinking is a user-centric, problem-solving method that values diverse perspectives. By focusing on user input, it prompts designers to challenge their biases and discover creative solutions. This iterative process involves rapid prototyping, continuous testing, and revisiting the drawing board. It consistently considers the learner's needs, preferences, and business constraints.
Understanding the learner's goals and motivations ensures that the product, service, or solution remains user-focused throughout the entire implementation process.
"Empathy is at the heart of design."
- Tim Brown, CEO of IDEO
We conducted a thorough user research journey:
Cast a wide net - We searched online forums like Reddit, Quora, and job search platforms to gather insights from new and seasoned managers. The wisdom, challenges, and aspirations of managers across different industries provided the foundation for our discovery phase.
Analyze Data and Triangulate Findings - We identified trends in managers' pain points and needs, while valuing the outlying observations to contextualize our understanding. We delved into career-focused interviews, webinars, articles, and white papers on management and leadership best practices.
Narrow our focus - Building on this groundwork, we conducted 10 targeted interviews with managers at different career stages and industries over three weeks.
The result were six distinct personas. These fictional users served as guides to understand our user at a personal level. This empathetic approach ensures a purposeful design tailored to the real experiences and nuanced needs of our target audience.
Define is about synthesis. This phase calls for a clear problem statement that tells the user's story. We organized and made sense of our data to define the learning needs and pain points of our users, as well as the constraints and considerations of our client.
The problem statement should be:
Human-centered: focused on the user experience and their needs.
Broad enough for creative freedom: it doesn't focus on specific methodologies or solutions. This openness encourages exploration in the next phase.
Manageable scope: think of it as a frame in a picture—providing constraints that define the project, ensuring both feasibility and viability.
We individually brainstormed ideas on a mural board divided into three sections: spine, experience, and content. Our problem statement and personas guided this process, allowing our ideas to span from highly practical to wild and crazy. The ideas we pursued were grounded in relevant and sound learning science principles.
We went through several iterations of the learning experience. Initially, we drafted various learning activities. Based on feedback from our professor (acting as VP of People) and a small group of classmates, we selected the best ones for the final prototype. This model serves as the foundation for fully developing the activities, followed by user testing and eventual implementation.
Solution
We structured our solution with a constructivist approach, where learners build new knowledge on existing foundations. Our phased program unfolds as follows:
Process-Level Mastery: We started by addressing technical and tactical skills, ensuring confident and effective management at a process level.
Individual-Level Soft Skills: We then shifted focus inward, nurturing individual soft skills.
Organizational-Level Leadership: Building on these foundations, we elevated our approach to strategic skills such as leadership and mentoring, preparing learners for organizational-level leadership.
Learning Activities
Following Knowles' adult learning theory (andragogy), we curated learning activities that tapped into our learners' life-learned experiences and aligned them with real-world job applications. We employed a mix of modalities—formal learning, skill demonstrations, e-learning, and virtual reality—to deliver diverse perspectives. Additionally, fostering communities of practice through focused and reflective discussions with peers and mentors encourages new managers to challenge assumptions and support each other throughout the learning journey.
We housed our training in a learning lab designed for success. This space ensures learners have access to the right tools and resources, as well as up-to-date information about policies, processes, and procedures, while maintaining optimal conditions like lighting, noise levels, temperature, and visual elements. The Learning Lab sets the stage for a cooperative and creatively charged environment.
Foundational knowledge on topics relevant to management can provide structure for learners.
Adult learners are proactive in seeking information and learning on their terms. They have the ability to decide on content, resources, and methods and evaluate their own learning. In our learning app, we introduced micro-learning for easy access to small, manageable chunks. Additionally, we included discussion forums to facilitate connections among learners with similar experiences and knowledge.
This immersive approach is ideal for strategic tasks requiring a deep understanding and judgment of concepts. We pinpointed skills unique to new managers' work, making them directly applicable and transferable to real-world decisions. In our project, we strategically placed scenario-based e-learning and virtual reality modules in later phases, acknowledging potential overwhelm for novice learners still getting acquainted with management terminology. If this modality was implemented earlier, we'd tailor our e-learning for apprentice-level managers.
Following experiential learning theory, which emphasizes learning by doing, we included a project-based piece where new managers can promptly apply freshly acquired skills to real-life projects. To ensure feedback and guidance, we pair them with seasoned supervisors serving as mentors and coaches.
The escape room serves as a continuous assessment and evaluation tool in our program, allowing learners to test their skills and knowledge. It's a "learning by doing" activity where, based on their acquired foundations, participants attempt to solve the final puzzle. This tool can be utilized multiple times in the program cycle to diagnose and analyze any gaps in knowledge and skills.
Limitations and Mitigations
Research reliability and validity: Initially, survey challenges led us to online forums for user insights. However, relying on internet research has limitations, including a lack of representation and diversity and difficulties in verifying authenticity and accuracy.
To address this, we triangulated our findings by cross-referencing with reliable sources like interviews with managers, frontline workers, and leadership, pre-recorded interviews of industry professionals, webinars, and industry white papers on leadership and management best practices. Multiple conversations with our professor helped check for biases.
Ethical concerns with internet research: We considered ethical concerns, including confidentiality, and data ownership in online forums by aggregating, anonymizing, and de-identifying data during our discovery phase. To mitigate the ethical dilemma of informed consent, we referred to the American Psychological Association (APA) guidelines (section 8, 8.05) for dispensing with informed consent in research and the UK Department of Education User Research Manual guidelines for conducting research using social media. This emphasized the importance of developing enhanced judgment to address emerging ethical challenges in internet research.
Unlimited resources: Unlike typical real-life constraints, we had an unlimited budget and resources for our new manager and leadership training program. We recognize the importance of resource efficiency, so we designed a program based on the critical needs and pain points of new managers, using different cost-effective modalities. This ensures a robust yet adaptable program, given typical limitations.
Adaptability to company culture: We have to consider a program's adaptability to the unique workplace culture. Despite our client being fictional, we actively involved real people's insights in the startup/tech industry to align the training content with the organization's values.
Cultural sensitivity: In hindsight, our training program lacked built-in cultural sensitivity and accessibility. While we briefly mentioned language and culture in our constraints, incorporating an aspect of cultural competency, including content to equip managers to lead people with diverse cultural backgrounds, would have enhanced the training program's effectiveness and inclusivity.
Conclusion
We ensured that Advanced AI's new managers received comprehensive and learner-centered leadership training by combining design thinking principles, diverse learning modalities, and ethical considerations. The program not only addressed current needs but was designed to evolve with the company's growth, ensuring a sustained and impactful learning experience.
See how this project aligns with OPWL Program Goals
Software Used to Create this Prototype:
* Video Editing Software - Adobe Premiere Pro, Lumen5, Camtasia
* Training Authoring Tool - Articulate Rise
* Animation Software - Vyond, Powtoon
* 3D Design Software - HomebyMe
* Virtual Tour Designer - Seekbeak
* Online Productivity Workspace - Google Suite
References
APA (2017). Ethical Principles of Psychologists and Code of Conduct. American Psychological Association. Retrieved from: https://www.apa.org/ethics/code
Boller, S., & Fletcher, L. (2020). Design thinking for training and development: creating learning journeys that get results. ATD Press.
Clark, R. C. (2013). Scenario-based e-learning: evidence-based guidelines for online workforce learning. San Francisco, CA: John Wiley & Sons.
Rodham, K., & Gavin, J. (2006). The ethics of using the internet to collect qualitative research data. The Association of Research Ethics Committee. University of Bath. Retrieved from: https://ethics.grad.ucl.ac.uk/forms/Rodham_RER2_3.pdf
Rothwell, W.J. (2020). Adult learning basics. (2nd ed.). ATD.
Schrag, B. (2006). Conducting research in online communities. Graduate Research Ethics: Cases and Commentaries. Association for Practical and Professional Ethics (APPE). Retrieved from: https://onlineethics.org/cases/graduate-research-ethics-cases-and-commentaries-volume-7-2006/conducting-research-online
UK Department for Education. Using social media in user research: ethical considerations and constraints when using social media for user research.
Wile, D. (2014). Why doers do - Part 2: External tangible elements of human performance. Performance Improvement, Vol. 53. Retrieved from: https://onlinelibrary-wiley-com.libproxy.boisestate.edu/doi/10.1002/pfi.21398
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