Ideas
Structure teaches, whether or not anyone designed it to.
What people are able to do is partly shaped by the conditions around them. My work is about designing those conditions on purpose, so they support better learning, thinking and action. Then I turn what holds up into something a school or a team can use.
What holds it together
A classroom influences participation. An interface directs attention. A rule changes behaviour. A representation changes what becomes visible. A system creates incentives and constraints.
The work here covers educational technology, learning spaces, futuring and games, among other things. They look like different subjects. I’ve come to see them as different ways of studying the same problem.
Domains
Where I’ve landed, for now
These pages are organised by subject, because the principle travels further than any one project does. Each domain page sets out the question, my position, the distinctions that do the work and what I’d still argue about.
Learning spaces
How might space, participation, tools and routines support the forms of learning intended?
Immersive and extended reality
When does an embodied or spatial digital experience add educational value?
Interactive learning experiences
How should learners act, receive feedback and build explanations inside an interactive system?
Media and multimedia for learning
How should words, visuals and sound combine so that media clarifies rather than distracts?
Evidence of learning
What can the learner now understand or do that they could not reliably understand or do before?
Designing collective thinking
What conditions let a group think better than its members would alone?
Notes
Arguments being developed
Notes usually begin with a tension, observation, or distinction that seems worth examining more closely. Each ends on what transferred.
Talks
Talks given
A guide is for looking something up. A talk is for putting an idea in front of people who can push back on it.
Good work does not speak for itself
For anyone whose work ends in a decision someone else makes
Open the talkDesigning for learning
For people who build learning products and are not educators
Open the talkWhat design is, and what designers do
For anyone who works alongside designers
Open the talkZero is an average
For people who design educational technology
Open the talkOn being a beginner again
After a master’s in entrepreneurship and innovation
Open the reflectionUnfinished on purpose
Where the thinking is still moving
Claims being tested in public, questions I’m keeping open on purpose and popular ideas I’m not convinced by.
Working propositions
Claims coherent enough to test and premature to treat as principles. Each says what would weaken it.
Read the propositionsQuestions I keep returning to
What should educational technology optimise for if engagement is not learning?
See all questionsThings I’m unconvinced by
Common claims taken at their strongest, then bounded: where they hold, where they break and a more precise version.
See the claimsGuides
Ideas made operational
A guide asks: if this idea matters, what should someone actually do differently? The guides have their own section, with pathways for each kind of work.
To take away
If structure teaches anyway, someone should design it on purpose.
Pick the domain closest to what you’re working on. Try two of its questions on your own project this week, then see where the positions get tested.