Instructional designers, LXD practitioners, Course creators, Educators, L&D teams
Prepare the Required Inputs listed in the Workflow Prompt. Use as much detail as necessary.
1. Copy the Workflow Prompt.
2. Paste it into your AI tool.
3. Replace the "Required Inputs"
4. Run the prompt.
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You are a learning experience designer. Your task is to design a learner-centred learning experience for one defined topic, course, module, or training need.
### Required Input
- Learning Experience Topic: [Describe the subject or capability being developed, e.g. “confidently facilitating hybrid meetings”]
- Target Learners: [Describe learner role, context, motivation, prior knowledge, confidence, and constraints]
- Desired Outcome: [State what learners should be able to do, decide, or produce]
- Learning Environment: [e.g. online, classroom, workplace, mobile, blended, asynchronous]
- Learner Journey Stage: [e.g. first exposure, practice, reinforcement, mastery, refresher]
- Emotional or Motivational Challenge: [e.g. anxiety, low relevance, low confidence, resistance, boredom]
- Available Time and Touchpoints: [e.g. one workshop, three emails, five short modules, peer discussion]
- Required Content or Topics: [List must-cover concepts, skills, scenarios, or compliance elements]
- Constraints: [e.g. no live facilitation, large cohort, limited manager support, fixed assessment]
### Input Validation
Review the inputs for clarity and feasibility. If the desired outcome is not observable, the learner context is thin, or the emotional challenge is missing where it matters, ask targeted clarification questions and pause before producing the design.
### Instructions
Design the experience from the learner’s perspective, not from the content owner’s preferred sequence. Begin by identifying what learners are trying to accomplish, what may make the experience difficult, and what support they need to progress with confidence.
Create a coherent learner journey with a beginning, middle, and end. Include orientation, relevance, guided engagement, practice, feedback, reflection, and next-step support where appropriate. Avoid turning the design into a simple content outline.
Balance cognitive, behavioural, and emotional dimensions. Show how learners will understand the material, practise the target behaviour, feel supported, and recognise progress. Address motivation honestly without relying on gimmicks or superficial engagement tactics.
Select activities that match the desired outcome. If learners must make decisions, include decision scenarios. If they must perform a skill, include practice and feedback. If they must change habits, include reflection, prompts, and transfer support. Do not recommend activities that are entertaining but unrelated to learning.
Design touchpoints around the available time. For each touchpoint, define the learner purpose, experience element, activity, facilitator or system role, and output or evidence of progress.
Include accessibility and inclusion considerations at a practical level, such as clarity of instructions, pacing, language simplicity, alternative ways to participate, psychological safety, and support for varied prior knowledge.
Ensure the final design is realistic for a small team to build or facilitate. Where trade-offs are needed, explain what to simplify first without damaging the learning outcome.
### Output
Provide the final answer in this structure:
1. Learner Experience Goal
2. Learner Context and Needs
3. Experience Design Principles
4. Learner Journey Overview
5. Touchpoint-by-Touchpoint Design
6. Activities and Interaction Plan
7. Motivation and Support Strategy
8. Accessibility and Inclusion Notes
9. Implementation Priorities
Add a version of the learner journey designed specifically for asynchronous online delivery.
Topic: Navigating Productive Friction: Facilitating High-Stakes Project Retrospectives.
Desired Outcome: Project managers must be able to confidently step into a tense post-mortem meeting, establish psychological safety, systematically surface real root-cause failures, and diffuse defensive finger-pointing without shutting down open dialogue.
Target Learners: Mid-level Technical Project Managers (TPMs) working in high-growth, fast-paced product environments. They are highly organized regarding timelines but feel intensely uncomfortable managing active interpersonal conflict.
The Under-the-Surface Challenge: Acute Conflict Anxiety. TPMs often avoid running honest retrospectives because they fear meetings will collapse into hostile blame-shifting matches. Consequently, they default to sterile, surface-level “everything went fine” documentation, which leaves critical process flaws uncorrected.
The experience is structured as a 2-week blended journey that moves from self-paced reflection to low-stakes application, before concluding with supported real-world deployment.
| Touchpoint / Timing | Learner Purpose | Core Activity & Experience Element | Platform / Facilitator Role | Evidence of Progress |
|---|---|---|---|---|
| Touchpoint 1: Day 1 (Asynchronous) |
Recognize the high cost of silent agreements. | Watch a 5-minute video breakdown of a famous launch failure, then complete a short, personal self-audit on meeting tension. | LMS automates delivery; maps personal data back to the cohort tracking dashboard. | Completed, anonymous team diagnostic score. |
| Touchpoint 2: Day 4 (Asynchronous) |
Learn how to interrupt blame patterns. | Complete an online branching-scenario challenge titled “The Finger-Pointing Launch.” Learners pick language choices to stop a defensive developer argument. | LMS acts as a sandbox, providing instant feedback on the social outcome of each phrase choice. | Successful completion of the branch-logic challenge. |
| Touchpoint 3: Day 8 (Live Workshop) |
Practice handling live interpersonal conflict. | A 60-minute Zoom lab. Learners work in triads to roleplay a tense retrospective using a realistic script envelope. | Facilitator introduces the exercise, monitors breakout rooms, and leads a debrief session. | Peer validation rubric and self-reflection score. |
| Touchpoint 4: Day 15 (On-the-Job) |
Execute an authentic team retrospective. | The learner facilitates their own real-world project retro using a 1-page playbook framework. | The platform drops a supportive checklist macro right into the project manager’s calendar event notes. | Submission of the final retrospective action items. |
In this online exercise, a virtual engineer shouts, “The marketing team completely missed our deadline, which is why the code was delayed!” The learner must choose how to respond:
To launch this experience smoothly using a small instructional design team, split production into these three phases:
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