eLearningbyDana

Quick Reference

Instructional Design Terms, explained simply.

Use this quick reference to understand common learning, training, and instructional design terms you may see during a project. Each term is written to help clarify decisions, support better questions, and connect you to related posts or resources when available.

A

Design

Accessibility

Designing learning so people with different abilities can access, navigate, understand, and interact with the experience. This includes readable visual design, keyboard access, screen reader support, captions, transcripts, and clear content structure.

Keep in mind: Accessibility works best when it is designed in from the beginning rather than added during final QA.

Plan

Action Mapping

A performance-focused approach to instructional design that starts with the business goal, identifies what people need to do differently, and then determines the practice and information needed to support those actions.

Keep in mind: Action Mapping shifts the conversation from “What content should we teach?” to “What do people need to do?”

Plan

ADDIE

An instructional design framework organized around five phases: Analysis, Design, Development, Implementation, and Evaluation. The phases help structure learning projects from initial need through launch and improvement.

Keep in mind: ADDIE does not have to be a rigid waterfall process. Teams can revisit phases as new information emerges.

Plan

Agile

An iterative approach to learning design that uses shorter cycles of planning, building, reviewing, and improving. Teams share work early and adjust as feedback or project needs change.

Keep in mind: Agile is not simply about working faster. The goal is to learn sooner and make useful changes while the work is still flexible.

Build

AI in eLearning

Using artificial intelligence to support parts of learning design and development, such as research, brainstorming, drafting, visual creation, narration, video production, course authoring, and content review.

Keep in mind: AI can accelerate the work, but people still need to guide the learning strategy and verify accuracy, accessibility, privacy, and quality.

Improve

Assessment

A way to gather evidence of what learners understand or can do. Assessments may include knowledge checks, scenarios, quizzes, simulations, demonstrations, or real-world performance tasks.

Keep in mind: The strongest assessment matches the learning goal and measures the knowledge, decision, or performance that actually matters.

Plan

Audience Analysis

The process of understanding who the learners are, what they already know, what successful performance looks like, and what barriers or work conditions may affect learning and performance.

Keep in mind: Audience analysis is useful only when what you learn about the audience changes the design decisions you make.

Build

Authoring Tool

Software used to build digital learning experiences, including courses, interactions, assessments, scenarios, simulations, multimedia, and other learning assets.

Keep in mind: Choose the tool based on what the learning experience needs to do, along with the team's skills, technology, timeline, and delivery requirements.

B

Evaluate

Behavior Change

A change in what people actually do after training. This may include applying a process, making better decisions, following a standard, or using a skill more consistently on the job.

Keep in mind: Behavior change is a stronger measure of learning impact than course completion alone.

Design

Blended Learning

A training approach that combines more than one modality, such as eLearning, virtual sessions, instructor-led training, and on-the-job activities, into one connected learning experience.

Keep in mind: Use each modality for what it does best rather than forcing every part of the experience into one format.

Plan

Bloom’s Taxonomy

A framework that organizes cognitive skills from basic recall to higher-order thinking, such as applying, analyzing, evaluating, and creating. It is often used to shape learning objectives and assessment difficulty.

Keep in mind: The goal is not to use the highest level possible. Choose the level that matches what learners actually need to do.

Plan

Blueprint

A planning document that outlines the learning goal, audience, content structure, delivery format, activities, and key decisions before full course development begins.

Keep in mind: A blueprint gives the team a shared direction before significant time is spent building screens, lessons, interactions, or other assets.

Design

Branching Scenario

An interactive scenario where learner choices lead to different paths and outcomes. It is often used to practice conversations, decisions, and judgment calls in a safe environment.

Keep in mind: Branching works best when the choices reflect realistic decisions and the consequences help learners understand why one approach works better than another.

Plan

Business Outcome

A measurable change the organization cares about, such as reduced errors, higher sales, smoother onboarding, or faster time to proficiency. Learning should support the outcome rather than exist as a standalone goal.

Keep in mind: Start with the business outcome, then determine what people need to do differently and how learning can support that performance.

C

Design

Captions

Text that communicates spoken dialogue and important audio information in video or multimedia. Captions help make audio content accessible and can also support understanding in noisy, quiet, or sound-off environments.

Keep in mind: Effective captions are accurate, synchronized with the audio, readable, and include meaningful sounds when those sounds are important to understanding the content.

Design

Chunking

Organizing information into smaller, meaningful groups so it is easier to understand, navigate, and remember. Chunking can be used with text, processes, lessons, screens, activities, and other learning content.

Keep in mind: Good chunking follows the meaning and structure of the content. The goal is clarity, rather than simply making every section shorter.

Design

Cognitive Load

The amount of mental effort required to process information in working memory. Learning design can help manage cognitive load by organizing information clearly, reducing unnecessary complexity, and supporting learners as they work with new ideas.

Keep in mind: Simplifying the experience does not mean removing useful challenge. The goal is to direct mental effort toward what learners actually need to understand or do.

Evaluate

Completion Rate

The percentage of assigned or enrolled learners who complete a learning experience. Completion rate is often tracked through an LMS or other learning platform as one indicator of participation or compliance.

Keep in mind: Completion tells you that someone reached the required endpoint. Pair it with other evidence when you need to understand learning, application, or performance.

Plan

Compliance Training

Learning designed to help people understand and follow required laws, regulations, policies, standards, or workplace expectations. It may also provide documented evidence that required learning has been completed.

Keep in mind: Start with the required behaviors, decisions, risks, and evidence. A clear understanding of the requirement helps determine what learners actually need to know and do.

Plan

Content Audit

A structured review of existing content to understand what is available, accurate, useful, outdated, duplicated, missing, or ready to reuse before designing or updating a learning solution.

Keep in mind: A content audit helps separate what exists from what the new solution actually needs. Existing content can inform the design without automatically defining it.

Design

Course Flow

The sequence and progression of content, activities, practice, feedback, and transitions within a course. Good course flow helps learners understand where they are, how ideas connect, and what comes next.

Keep in mind: Build the flow around how understanding and performance develop, rather than simply following the order of the source material.

Plan

Curriculum

An organized set of learning experiences designed to develop knowledge, skills, or performance over time. A curriculum may include courses, practice, resources, coaching, assessments, and other learning opportunities.

Keep in mind: Think beyond a collection of courses. A strong curriculum connects experiences intentionally so learners can build capability across a larger learning journey.

D

Build

Deliverable

A specific item created and provided as part of a learning project, such as a design document, storyboard, course, facilitator guide, video, job aid, prototype, or final published package.

Keep in mind: Define what each deliverable includes, who will review it, what format is expected, and what counts as complete.

Plan

Design Document

A planning document that captures important decisions about a learning solution before detailed development begins. It may describe the audience, goals, objectives, structure, instructional approach, delivery, assessment, and technology.

Keep in mind: A useful design document creates shared direction. Include enough detail to guide decisions without turning it into the finished storyboard or course.

Plan

Design Strategy

The plan for how a learning solution will address the identified need. It connects the instructional approach, learner experience, content, practice, assessment, delivery, and other key design decisions before development begins.

Keep in mind: Let the need, audience, context, and desired performance guide the strategy before choosing specific tools, interactions, or development tactics.

Design

Design Thinking

A human-centered approach to solving problems by understanding people's needs, defining the problem, exploring ideas, creating possible solutions, and learning from prototypes and testing.

Keep in mind: Use the process to learn about the people and problem before becoming attached to a particular learning solution.

Build

Development

The phase of a learning project in which approved designs are turned into working materials and experiences. This can include building courses, producing media, creating resources, programming interactions, and preparing assets.

Keep in mind: Development brings the design to life while still allowing room for testing, review, refinement, accessibility checks, and technical QA.

Plan

Diagnostic Assessment

An assessment used before or early in a learning experience to understand what learners already know, can do, or may need help with. The findings can inform the learning path, content, practice, or level of support.

Keep in mind: Use the results to make a design or learning decision. Diagnostic information is most useful when it changes what happens next for the learner.

Plan

Discovery

The early process of gathering information about a learning or performance need, including the audience, business goals, current performance, content, stakeholders, environment, constraints, technology, and project expectations.

Keep in mind: Discovery creates the foundation for better decisions. Ask enough questions to understand the situation before defining the solution.

Improve

Draft Review

A planned checkpoint for reviewing work in progress, confirming direction, identifying corrections, clarifying decisions, and improving the learning experience before the solution is finalized.

Keep in mind: Give reviewers a clear purpose for each review round and gather actionable feedback against the goals, requirements, content, and learner experience.

E

Design

Engagement

The degree to which learners are mentally, emotionally, or behaviorally involved in a learning experience. Engagement can come from relevance, meaningful practice, useful choices, challenge, feedback, and opportunities to apply what is being learned.

Keep in mind: Engagement is about meaningful involvement. Start with relevance and purposeful participation rather than adding activity simply to make the experience feel interactive.

Plan

Estimated Course Time

An estimate of how long a learner is expected to spend completing a course or learning experience. The estimate may account for reading, media, interactions, practice, assessments, reflection, and other required activities.

Keep in mind: Treat the time as an estimate rather than a promise. Learner experience, accessibility needs, content complexity, and optional activities can all affect completion time.

Evaluate

Evaluation

The process of gathering and interpreting evidence to understand how a learning solution is working and what happened as a result. Evaluation may examine learner experience, learning, application, performance, or business outcomes.

Keep in mind: Decide what evidence will be meaningful based on the original need and intended outcome. Different questions require different measures.

Plan

Evaluation Plan

A plan for how evidence will be gathered and used to determine whether a learning solution is meeting its intended goals. It may identify measures, data sources, timing, responsibilities, success indicators, and how findings will inform future decisions.

Keep in mind: Plan evaluation early so the team can identify useful evidence and establish what success will look like before the solution is launched.

Plan

Executive Sponsor

A senior leader who supports a learning initiative by connecting it to organizational priorities, helping secure resources, reinforcing its importance, and supporting decisions that help the work move forward.

Keep in mind: Engage the sponsor around outcomes, priorities, decisions, and organizational support. Detailed content expertise may come from other stakeholders or subject-matter experts.

Design

Experiential Learning

Learning that develops through experience, action, reflection, and application. Learners build understanding by doing something meaningful, considering what happened, and connecting what they learned to future situations.

Keep in mind: Give learners meaningful experiences and opportunities to reflect on them. The learning comes from connecting the experience to insight and future action.

F

Build

Facilitator Guide

A resource that helps a facilitator prepare for and lead a learning experience. It may include timing, talking points, instructions, activities, discussion prompts, transitions, materials, and guidance for responding to learners.

Keep in mind: Design the guide for use while facilitating. Make important directions, timing, prompts, and transitions easy to find at the moment they are needed.

Improve

Feedback

Information that helps learners understand how their response, decision, or performance compares with what is expected and what they can do next. Feedback can reinforce effective choices, clarify misunderstandings, and guide improvement.

Keep in mind: Make feedback specific and useful. Explain what happened, why it matters, and what the learner can carry forward into the next decision or attempt.

Improve

Final Review

The last planned review of a learning solution before release or delivery. It confirms that approved content, functionality, accessibility, technical requirements, branding, and other agreed-upon expectations are ready for launch.

Keep in mind: Give the final review a clear purpose. Focus on readiness, accuracy, and agreed requirements so the team can move confidently toward release.

Design

Flow

The way learners move through a learning experience and how its ideas, activities, decisions, practice, and transitions connect. Good flow helps the experience feel coherent and makes the next step easy to understand.

Keep in mind: Look at the experience from the learner's perspective. Each section should have a reason for being where it is and create a natural connection to what follows.

Evaluate

Formative Assessment

A way to gather evidence of learner understanding or performance while learning is still happening. Examples include practice questions, scenarios, demonstrations, discussions, observations, and other opportunities to check progress.

Keep in mind: Use the evidence to support the next step. Formative assessment can guide feedback, additional practice, clarification, or adjustments to the learning experience.

Plan

Front-end Analysis

An early investigation used to understand a performance or learning need before designing a solution. It may examine desired performance, current performance, audience needs, causes, context, constraints, resources, and organizational goals.

Keep in mind: Use the analysis to determine where learning can help and what other factors may also need attention before deciding what to create.

G

Plan

Gap Analysis

The process of comparing current performance with desired performance to identify the gap between where people are now and where they need to be. The analysis can also help uncover factors contributing to that gap.

Keep in mind: A performance gap does not automatically mean there is a learning gap. Look for the causes before deciding whether training or another type of support will help.

Plan

Goal

A broad statement of the result or direction a learning initiative is intended to support. A goal helps establish what the project is trying to accomplish and provides direction for more specific objectives and measures.

Keep in mind: Keep the goal connected to the larger need or desired outcome. Learning objectives can then define the more specific knowledge, skills, decisions, or behaviors.

Plan

Governance

The structure used to define ownership, responsibilities, decision-making, standards, approvals, and ongoing management for a learning program, platform, process, or collection of learning resources.

Keep in mind: Clear governance helps people know who owns what, who can make decisions, how changes are approved, and how learning resources will stay accurate and useful over time.

Design

Graphic Style

The visual approach used across a learning experience, including choices about imagery, illustration, color, typography, icons, shapes, spacing, and other visual elements that create a consistent look and feel.

Keep in mind: Choose a style that fits the audience, content, context, brand, and accessibility needs. Visual consistency should support understanding rather than compete with it.

Build

Guide

A practical resource that helps someone complete a task, follow a process, make a decision, or find needed information while doing the work. Guides may be digital, printable, embedded in a system, or available at the point of need.

Keep in mind: Design a guide for quick use in the real work environment. Make the needed information easy to find and organize it around the task or decision it supports.

Design

Guided Practice

Practice completed with support while learners are developing a new skill, process, or way of thinking. Support might include prompts, examples, hints, coaching, feedback, demonstrations, or partially completed steps.

Keep in mind: Provide enough support for learners to make progress, then gradually reduce that support as their confidence and capability increase.

Plan

Guidelines

Agreed recommendations or direction that help people make consistent decisions when designing, developing, delivering, or maintaining learning solutions. Guidelines may address content, accessibility, visual design, technology, quality, processes, or other project needs.

Keep in mind: Make guidelines specific enough to guide decisions while leaving appropriate room for professional judgment, context, and changing project needs.

H

Build

Handout

A resource provided before, during, or after a learning experience to support understanding, participation, practice, reflection, reference, or follow-up. Handouts may be digital, printable, or built into the learning experience.

Keep in mind: Give the handout a clear purpose within the learning experience. Include information or activities learners will actually use rather than simply repeating everything presented elsewhere.

Build

Help & Support Resource

A resource people can access when they need assistance, answers, troubleshooting, or guidance while completing a task or using a product, system, or process.

Keep in mind: Design support around the questions and problems people are likely to have in the moment. Make answers easy to find and useful without requiring someone to revisit an entire learning experience.

Design

High-Level Design

An early design view that outlines the overall structure, learning approach, major content areas, activities, and experience before detailed design and development begin.

Keep in mind: Use the high-level design to align on direction while changes are still relatively easy to make. Save detailed screen-level or page-level decisions for the next stage of design.

Design

Human-Centered Design

An approach to designing learning and performance solutions around the needs, experiences, challenges, and context of the people who will actually use them.

Keep in mind: Learn from the people closest to the work. Their experience can help uncover the real problem, shape useful solutions, and reveal what works when ideas are tested in context.

Design

Hybrid Learning

A learning approach that intentionally combines different environments or delivery methods — such as in-person and virtual participation — into one connected learning experience.

Keep in mind: Design the environments as parts of the same experience. Consider what each learner can see, hear, do, contribute, and access regardless of where participation happens.

I

Plan

Implementation

The process of putting a learning solution into use — including preparing the environment, people, technology, communications, and support needed to launch and deliver it successfully.

Keep in mind: Think beyond publishing or launch. Successful implementation also depends on readiness, access, communication, support, and what happens after the solution goes live.

Plan

Instructional Design

The intentional process of understanding learning and performance needs, then designing experiences, resources, practice, and support that help people build knowledge, develop skills, make decisions, and perform more effectively.

Keep in mind: Begin with the need and desired performance. The right solution might include a course, but it can also include practice, resources, coaching, workflow support, or a combination of approaches.

Plan

Instructional Designer

A learning professional who analyzes learning and performance needs, works with stakeholders and subject-matter experts, and designs practical experiences, resources, practice, and support to help people perform more effectively.

Keep in mind: The role can vary widely by organization and project. Instructional designers may contribute to strategy, analysis, design, development, facilitation, technology, evaluation, or a combination of these areas.

Design

Interaction

A purposeful way learners engage with content, make decisions, practice skills, explore information, or receive feedback as part of a learning experience.

Keep in mind: Choose interactions for what they help learners think about, practice, discover, or do. The value comes from the learning purpose behind the action.

Design

Interactive Learning

A learning approach that actively involves learners in exploring, deciding, practicing, applying, creating, or responding rather than only receiving information.

Keep in mind: Interaction is a design element; interactive learning is the broader approach. Give learners meaningful opportunities to do something with what they are learning.

Improve

Iteration

The process of repeatedly reviewing, testing, adjusting, and refining a learning solution as new information, feedback, evidence, or needs emerge.

Keep in mind: Let each iteration have a purpose. Use what the team learns from reviews, testing, feedback, and real-world use to make informed improvements and determine when the solution is ready to move forward.

J

Job Aid

Build

A quick-reference resource that helps people complete a task while they are working. Job aids may include checklists, step-by-step guides, decision trees, templates, or process reminders.

Just-in-Time Learning

Build

Learning or support provided at the moment someone needs it. This might be a short video, checklist, searchable guide, tooltip, FAQ, or quick reference.

K

Evaluate

Key Performance Indicator (KPI)

A measurable indicator used to track progress toward a goal. In learning projects, KPIs may connect training to outcomes such as fewer errors, faster onboarding, improved customer scores, or stronger process adoption.

Plan

Key Stakeholder

A person who has influence over the project, provides input, approves decisions, or is affected by the final learning experience. This may include leaders, SMEs, managers, compliance teams, or learner representatives.

Plan

Kickoff

The starting meeting or conversation for a learning project. A kickoff usually clarifies the goal, audience, scope, timeline, roles, source materials, review process, and next steps.

Evaluate

Kirkpatrick Model

A common framework for evaluating training across four levels: learner reaction, learning, behavior, and results. It helps teams think beyond whether learners liked the course.

Design

Knowledge Check

A short question or activity that helps learners check their understanding during a course. Knowledge checks are usually low-stakes and are often paired with immediate feedback.

Build

Knowledge Transfer

The process of sharing information, expertise, or context from one person or group to another. In learning projects, this often happens between SMEs and the person designing or building the course.

L

Learning & Development (L&D)

Function · Learning team in the business

The part of an organization responsible for building skills, knowledge, and capabilities— often through training, programs, resources, and performance support.

Learning Objective

Design element · What learners will be able to do

A clear statement of what learners should be able to do by the end of a course or lesson, usually written with an action verb and a focus on observable behavior.

Learning Outcome

Result · What changes after learning

The change you expect to see in knowledge, behavior, or performance after learning— often framed at a higher level than a single course objective.

Learning Path

Program design · Sequence of learning

An organized sequence of courses, resources, and experiences that learners move through over time to build a skill set or reach a role-ready level.

Learning Management System (LMS)

Platform · Hosts and tracks learning

Software used to deliver, track, and manage learning—such as assigning courses, storing completions, and generating basic reports.

Learning Experience Design (LXD)

Approach · Holistic learning design

A way of designing learning that blends instructional design with UX, product thinking, and human-centered design. It looks at the end-to-end experience, not just a single course.

M

Metrics

Data · How learning is tracked

The numbers you look at to understand how learning is performing—such as completions, quiz scores, time to competence, error rates, or other business-linked data.

Microlearning

Format · Short, focused pieces

Learning experiences broken into small, focused units—often a few minutes each— that target a single idea, skill, or task instead of a long, all-in-one course.

Mobile Learning

Modality · Learning on phones & tablets

Learning experiences designed to work well on mobile devices—often shorter, tap-friendly, and focused on quick reference or practice rather than long, slide-heavy modules.

Modalities

Design choice · How learning is delivered

The different formats you can use for learning—such as eLearning, video, ILT, VILT, job aids, simulations, or coaching—often combined in a single solution.

N

Narrative

Storytelling · Scenarios & examples

The story thread that connects characters, situations, and events in a learning experience— often used in scenarios, case studies, or branching stories.

Navigation

UX detail · How learners move around

The way learners move through a course or experience—buttons, menus, progress indicators, and rules about what they can do next.

Needs Analysis

Analysis · What problem are we solving?

The process of clarifying the real problem, audience, current performance, and desired state before deciding whether training is needed and what it should do.

Nudges (Learning Nudges)

Follow-up · Gentle reminders in the flow of work

Small, timely prompts—like reminders, tips, or micro-messages—that encourage people to use new behaviors or resources after training, often delivered through email, chat, or apps.

O

Onboarding

Program · Welcome & ramp-up

The structured process of helping new hires understand their role, team, tools, and culture— often combining courses, live sessions, shadowing, and on-the-job practice.

Online Learning

Modality · Learning via internet

Any learning that happens over the internet—such as eLearning modules, virtual classes, webinars, or self-paced resources accessed through a browser or app.

On-the-Job Support

Performance support · Help while working

Tools and resources people use while doing their actual work—like job aids, checklists, embedded help, or quick reference guides that reduce the need to remember everything.

On-the-Job Training (OJT)

Modality · Learning while doing

Training that happens as part of real work, usually with a more experienced person guiding, demonstrating, and coaching while the learner performs actual tasks.

P

Performance Support

Solution type · Help at the moment of need

Resources that help people do their jobs while they work—such as job aids, checklists, tooltips, or embedded help—so they don’t have to rely on memory from training alone.

Personas

Design tool · Composite learner profiles

Fictional but research-informed profiles that represent key learner groups—capturing their goals, constraints, context, and attitudes toward learning.

Pilot

Test run · Limited launch

A small-scale release of a learning solution to a limited audience to test content, flow, and logistics before rolling out more broadly.

Practice

Core ingredient · Repeated doing

Opportunities for learners to try the target skills—through scenarios, simulations, exercises, role plays, or real work—often with feedback and increasing challenge.

Pre-work

Prep · Before the main session

Activities or content learners complete before a live session or main course—such as short videos, readings, or reflections—to prime them and save time for deeper work.

Prototype

Draft build · Testable version

A quick, simplified version of a learning experience—such as a few sample screens, a clickable mockup, or a rough module—used to test ideas with stakeholders or learners.

Q

Qualitative Data

Evaluation · Words, themes, stories

Non-numeric data—like comments, interview notes, observations, and themes—that help you understand how learners experienced a program and why results look the way they do.

Quantitative Data

Evaluation · Numbers & counts

Numeric data—like completions, scores, attendance, time spent, or KPI changes—that can be counted, compared, and tracked over time.

Question Bank

Assessment asset · Pool of questions

A collection of assessment questions grouped by topic, objective, or difficulty that an LMS or authoring tool can pull from to build quizzes or randomize items.

Quiz

Assessment · Short test of knowledge

A brief test used to check knowledge or understanding—often at the end of a lesson or module—made up of questions like multiple choice, true/false, or matching items.

R

Reflection

Learning strategy · Thinking about experience

Intentional time for learners to think about what they experienced, what it means for their work, and how they might respond differently next time.

Reinforcement

Follow-up · Support after training

Ongoing touchpoints—like reminders, nudges, refreshers, and manager check-ins—that help keep key ideas visible and support habit-building over time.

Retrieval Practice

Learning science · Recall to strengthen memory

Activities that ask learners to pull information from memory—like low-stakes quizzes, flashcards, or “what would you do?” questions—rather than just re-reading content.

Return on Investment (ROI)

Business metric · Value vs. cost

A way of comparing the benefits of a learning initiative (like improved performance or reduced errors) to its costs in time, money, and resources.

Review Cycle

Process · Feedback rounds with stakeholders

Planned rounds of feedback on drafts or builds—often from SMEs, stakeholders, and QA— with clear owners, deadlines, and what’s in scope for each round.

Role Play

Practice activity · Simulated conversation

A practice method where learners act out realistic situations—like coaching talks, customer calls, or feedback conversations—to try new skills in a safe environment.

S

Scenario-Based Learning

Design approach · Decisions in context

A learning approach that drops learners into realistic situations and asks them to make decisions, see consequences, and try again—often using branching or layered scenarios.

Simulation

Practice environment · Realistic system or situation

An experience that imitates a real system, tool, or situation—like software sims, flight sims, or branching scenarios—so learners can practice without real-world risk.

SME (Subject Matter Expert)

Partner · Content and context expert

A person with deep expertise in the topic or role you’re designing for—often a leader, high performer, or specialist who provides content, examples, and review.

Spaced Practice

Learning science · Practice over time

A technique where practice or review happens across multiple sessions over time, instead of in one long block, to strengthen memory and skill.

Stakeholders

People · Those with a vested interest

Individuals or groups who have a stake in the learning solution—such as sponsors, managers, SMEs, learners, and downstream teams affected by the results.

Storyboard

Design deliverable · Screen-by-screen plan

A detailed plan that lays out content, visuals, interactions, and audio script screen by screen (or slide by slide) before full development in an authoring tool.

T

Target Audience

Who · Learners you’re designing for

The specific group of people a learning solution is meant to serve—defined by their roles, experience level, context, and what they need to be able to do.

Task Analysis

Analysis · Breaking work into steps

The process of breaking a job task into smaller, observable steps and decisions so you can see what people actually do and where they struggle.

Templates

Reusable format · Repeatable structures

Pre-built structures for documents or designs—like storyboards, slides, or emails—that give you a consistent starting point while leaving room for customization.

Time to Competence

Metric · How fast people get up to speed

The amount of time it takes for a learner—often a new hire—to reach a defined level of acceptable performance in their role.

Touchpoints

Journey · Moments learners interact

The individual moments where learners interact with the learning experience—emails, sign-up pages, modules, coaching sessions, nudges, and follow-ups.

Transfer of Training

Outcome · Using learning on the job

The degree to which skills and knowledge from training show up later in real work— in how people behave, make decisions, and deliver results.

U

Upskilling

Talent strategy · Building new skills

Helping people develop new or deeper skills so they can succeed in their current role or grow into future roles, often through targeted programs and practice.

Usability Testing

UX method · Watching people use it

Observing real or representative learners as they try to use a course, tool, or resource to see where they get confused, stuck, or surprised.

User Experience (UX)

Overall feel · How it works for learners

The overall experience someone has when interacting with a product or course—how easy it is to use, how it feels, and whether it helps them do what they came to do.

User Journey

Journey map · End-to-end experience

A mapped view of all the steps a learner goes through with a solution—from first invite or announcement through completion, follow-up, and on-the-job use.

V

Video

Modality · Moving visuals & audio

A format that combines visuals, audio, and motion to share concepts, stories, demonstrations, or walkthroughs—live-action, animated, or screen-recorded.

Virtual Instructor-Led Training (VILT)

Live session · Facilitated online class

Real-time training led by a facilitator in a virtual platform—using chat, polls, breakout rooms, and shared screens instead of a physical classroom.

Visual Design

Look & feel · Layout, color, hierarchy

How a course or asset looks—layout, typography, color, spacing, and imagery—used intentionally to support clarity, focus, and emotional tone.

Voiceover

Audio · Narration for learning

Recorded narration that guides learners through content—whether human-recorded or AI— usually following a script that complements (not reads) on-screen text.

W

Webinar

Live format · Online presentation or session

A live online session, often with a presenter and slides, delivered through a web platform— sometimes interactive, sometimes more broadcast-style.

Wireframe

UX deliverable · Low-fidelity layout

A simple, low-fidelity sketch of screens or pages that focuses on structure, spacing, and content placement without final visuals or branding.

Workflow Learning

Approach · Learning in the flow of work

Learning that’s embedded directly into day-to-day work—through tools, prompts, job aids, and systems—so people don’t have to step away to a separate “course.”

Workplace Learning

Context · Learning in and for the workplace

All the ways people learn at work—formal programs, coaching, workflow learning, peer support, and informal problem-solving on the job.

X · Y · Z

xAPI (Experience API)

Data standard · Tracks learning experiences

A specification for tracking learning activities across systems—not just in an LMS— by sending statements like “Dana completed Scenario 2” to a Learning Record Store (LRS).

YouTube & Open Video (Informal Learning)

Informal · Self-directed video learning

When people use publicly available video platforms—like YouTube—to look up how-to content, explanations, or walkthroughs outside formal training programs.

Zone of Proximal Development (ZPD)

Learning theory · Stretch, not overwhelm

A concept from Vygotsky describing the “sweet spot” where a learner can succeed with some support—tasks that are just beyond what they can do alone, but not so hard they shut down.

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