User experience design
A learning product asks two kinds of effort of the people who use it. One is waste: finding the button, decoding the label, redoing the work the system lost. The other is the learning itself. Good experience design takes out the first and protects the second. Most product instincts cannot tell them apart.
Published November 2026
Why it matters
Teachers and students spend hours a week inside a learning platform. Every unclear label, buried setting and lost draft takes time that was meant for teaching and learning. A friction that costs one teacher a minute costs every teacher that minute, every time they meet it. Nobody files a complaint about a minute. They just stop using the feature.
The usual case for design in education is badly made. The claim that better interfaces produce better learning has hardly been tested: a systematic map of usability research on learning management systems found no studies linking a usability improvement to learning. The most quoted figure about the cost of fixing problems late traces back to course notes, and the study it is credited to cannot be found. A case built on numbers like these collapses the first time someone checks, and takes design’s credibility with it.
The instincts the field imports from consumer products can also point the wrong way. In one careful study, physics students taught through active learning learned more than peers in well-delivered lectures, and believed they had learned less. A team that tunes a learning product for satisfaction can end up tuning it against the learning.
What I have come to believe
Technology’s average effect on learning is modest. The spread around that average is wide, from products that changed nothing to products that moved learning a long way, and the same medium turns up at both ends. Hold the medium constant and vary the design of the learning, and the effects become meaningful. So the case I make for design is about that spread. Design is much of what decides which end a product lands at.
There are two kinds of effort, and they need opposite treatment. Interface friction costs attention and produces no thought: hunting for a control, holding a code in memory between screens and recovering from an error the system caused. Cognitive effort is the thought: recalling, predicting, explaining, getting it wrong and seeing why. Strip the first. Protect the second. Making text harder to read adds study time without any reliable gain in learning, so difficulty has to be the right kind.
No design is good in general. The same support that helps a novice can hold back someone who already knows the material, and the direction of the effect flips with prior knowledge. A design is good for a particular learner at a particular moment, which makes knowing who is using it, and when, part of the design.
At the scale of a national learning platform, a default is a rule. It binds people who will never meet the person who set it. That makes design a form of governance, and it is why accessibility, consistency and plain language belong in a shared system with principles, instead of being left for each team to rediscover.
And much of the experience is settled before any screen exists: in what gets bought, what the data model can hold and what policy requires. Design that arrives only at the interface is left to make a finished decision look good.
How I approach it
I start with the people who live in the product, and I follow them through whole tasks, end to end, instead of through the screens one team owns. The worst problems tend to sit at the joins, where one team’s screen hands over to another’s.
Then I sort the effort the product asks for. Each piece of effort gets one question: does it cost attention and produce no thought, or is it the effort the learning needs? The first gets designed out. The second gets kept and explained, because sooner or later someone will report it as a usability problem.
And I check what the team measures. A measure of satisfaction or time on task will pull the product towards ease. So I try to pair every measure of how the product felt with a measure of what the learner can now do.
In short
The position in six claims
The argument above, cut down to what travels.
01
Design decides the spread
Technology’s average effect on learning is modest and the spread around it is wide. Design is much of what decides where a product lands.
02
Two kinds of effort, opposite treatment
Interface friction costs attention and teaches nothing. Cognitive effort is the learning. Strip the first and protect the second.
03
Feeling is a poor guide
Learners often rate the conditions that teach them most as the least effective. Satisfaction cannot stand in for learning.
04
Good for whom, and when
The same support that helps a novice can hold an expert back. A design is good for a particular learner at a particular moment.
05
At scale, a default is a rule
A platform’s defaults bind people who never meet the designer. Design at that scale is a form of governance.
06
Most of it happens before the screen
Procurement, data models and policy settle much of the experience before anyone draws an interface.
In practice
The questions I ask
Before designing anything in this domain, and again when something is not working.
- Who lives in this product every day, and what does a whole week of it look like for them?
- Which effort here is waste, and which is the learning?
- What does this make easy, hard and impossible, and who chose?
- What are we measuring, and which way does it pull the design?
- Who does this default fail, and how would we find out?
- Which decisions about this experience were made before a designer saw it?
Practice case
Ideas meeting reality
Reducing interface friction on a national learning platform without removing the effort that teaches.
Unsettled
What I would still argue about
Open in my own head. If you have an answer, I would like to hear it.
- Whether improving the interface of a learning platform changes learning at all. The link has hardly been tested, and I would like it to be.
- How to show the value of experience work to the people who fund it without leaning on figures that do not survive a check.
- How far a platform should adapt to each learner before the consistency everyone relies on starts to break.
Where next
Follow this idea
Evidence
UI/UX and interaction designLibrary shelf
Operationalise it
UX foundations and design systems (opens in a new tab)Guide
Related thinking
Ease of use is not ease of learningNote
Related thinking
What design is, and how it gets practised in edtechNote
See it in practice
When ease of use is not ease of learningPractice case
Challenge it
Good UX removes frictionUnconvinced by
To take away
Take out the effort that teaches nothing. Guard the effort that does.
Take one screen from a product you work on. List every effort it asks of the person using it, and mark each one as waste or learning. Remove one piece of waste this week, and write down which effort you chose to keep and why.