Gerald Ajam

The form a principle has to take before anyone can use it.

A guide is the operable version of a domain — the same material, numbered, sourced, and short enough to keep open while you are building something. Each one exists because a position I can argue in a meeting is no use to the person who has to make something on Monday.

Home

What a guide is

A domain page on this site sets out what I have come to believe and what I would still argue about. That is the right form for a position and the wrong form for someone with a deadline. A guide converts the same material into a thing you can work from: numbered items, each stating what it claims and where the claim comes from, arranged so you can find the one you need without reading the rest.

Every guide holds to the same constraints. Each item names its source. Where the source is narrower than the advice usually made of it, the guide says so rather than passing the two off as the same kind of claim — a body of knowledge that cannot grade itself is a reading list with ambitions. Nothing is included because it is well known; several well-known things are absent, and a few are here to be corrected.

And each guide is one self-contained file that opens in a browser. It reads as a document and presents as a deck, so it can be handed on, projected, marked up, or argued with by someone I will never speak to. That last property is the whole point.

Why I make them

Research becomes a principle, a principle becomes a tool, and a tool becomes a changed practice. The last step is the one that fails, and I have written about why. But the step most often skipped is the middle one: a principle tells you what to optimise for and does not tell you what to do, and the work of making it operable is unglamorous enough that it usually goes undone. What gets circulated instead is the principle, on the assumption that conviction travels. It does not.

These guides are that middle step, done deliberately. Each takes a body of evidence I would otherwise only be able to gesture at and puts it in a form that survives being handed over — which means it has to be specific, findable, and honest about its own footings.

They are also a discipline on me. Writing sixty items down with a source attached to each is a reliable way of finding out which of your convictions have anything behind them. Not all of mine did.

Pathways

Find a path through the guides

The guides can be read individually, but some are more useful when encountered in sequence. These pathways provide starting points for different kinds of work.

Line 1 · 8 stops

Designer entering education

You can design a product. Learn what changes when its job is learning.

Start here if you understand digital design but want to understand what changes when the product is intended to support learning.

  1. How learning worksPedagogy: the approaches and the evidence (opens in a new tab)
  2. Learning-science foundationsPrinciples for designing learning materials (opens in a new tab)
  3. Discovery researchDiscovery research: interviews, observation and context (opens in a new tab)
  4. Interaction designUX foundations and design systems (opens in a new tab)
  5. AccessibilityInclusion, diversity and special educational needs (opens in a new tab)
  6. Designing learning activitiesInteractive learning experiences
  7. ExperimentationExperimentation and product analytics (opens in a new tab)
  8. Learning analyticsLearning analytics (opens in a new tab)

Line 2 · 7 stops

Educator entering product development

You know how learning works. Learn how products get made.

Start here if your expertise is teaching, curriculum, or pedagogy and you are beginning to work with digital product teams.

  1. Product managementDigital product management (opens in a new tab)
  2. Design thinkingDesign thinking, used honestly (opens in a new tab)
  3. User researchDiscovery research: interviews, observation and context (opens in a new tab)
  4. Interaction designUX foundations and design systems (opens in a new tab)
  5. Agile deliveryAgile and Scrum in practice (opens in a new tab)
  6. AnalyticsExperimentation and product analytics (opens in a new tab)
  7. Adoption and implementationAdoption and change in schools (opens in a new tab)

Line 3 · 8 stops

Product leader

You decide what gets built. Learn to know whether it worked.

Start here if you are accountable for what a learning product is for, and whether it is working.

  1. Product strategyDigital product management (opens in a new tab)
  2. Service designService design and systems thinking (opens in a new tab)
  3. Systems thinkingA toolkit for seeing situations differently
  4. ResearchEvaluative research: usability testing, surveys and UX metrics (opens in a new tab)
  5. ExperimentationExperimentation and product analytics (opens in a new tab)
  6. Data governanceData strategy and governance (opens in a new tab)
  7. AdoptionAdoption and change in schools (opens in a new tab)
  8. MeasurementBasic statistics for educational technologists (opens in a new tab)

Line 4 · 7 stops

School or system leader

You decide what a school adopts. Learn how it lands.

Start here if you decide what a school or system adopts, and have to live with how it lands.

  1. Learning sciencesPedagogy: the approaches and the evidence (opens in a new tab)
  2. Service designService design and systems thinking (opens in a new tab)
  3. Systems thinkingA toolkit for seeing situations differently
  4. Professional learningProfessional learning that changes practice (opens in a new tab)
  5. AdoptionAdoption and change in schools (opens in a new tab)
  6. Evidence of learningEvidence of learning
  7. Feedback loopsSupport and feedback loops (opens in a new tab)

Line 5 · 7 stops

Curriculum or resource developer

You write what teachers teach from. Learn to know it works.

Start here if you write the lessons, units, or national resources that teachers pick up and use — on paper, on a platform, or both.

  1. Designing learning materialsPrinciples for designing learning materials (opens in a new tab)
  2. How learning worksPedagogy: the approaches and the evidence (opens in a new tab)
  3. Formative assessmentFormative assessment and feedback (opens in a new tab)
  4. Accessibility and inclusionInclusion, diversity and special educational needs (opens in a new tab)
  5. PrototypingDesign methods II: sketching, prototyping and critique (opens in a new tab)
  6. Evaluative researchEvaluative research: usability testing, surveys and UX metrics (opens in a new tab)
  7. AI in learning productsAI in learning products (opens in a new tab)

Line 6 · 7 stops

Teacher-leader or coach

You change practice from inside. Learn how change holds.

Start here if you lead change inside one school — a department, a programme, or colleagues’ practice — without a product team behind you.

  1. Design thinkingDesign thinking, used honestly (opens in a new tab)
  2. Thinking tools for changeA toolkit for seeing situations differently
  3. Professional learningProfessional learning that changes practice (opens in a new tab)
  4. Adoption and changeAdoption and change in schools (opens in a new tab)
  5. Communicating changeCommunicating change to schools (opens in a new tab)
  6. Evidence of learningEvidence of learning
  7. Feedback loopsSupport and feedback loops (opens in a new tab)

The craft map

Educational technology as a craft

What forms of judgement does the work repeatedly require? Six regions of judgement, each linked to the guides that teach it.

Explore the craft map

A series of twenty-two

Craft guides for educational technologists

Twenty-two short, sourced guides to the practices behind learning products, for the people who fund, build and run them in schools. All twenty-two are written. The introduction sets out how the series is organised and where to start; the glossary is the quick way to look up a term and find where the guides use it.

Why build
What to build
How to build
How to improve
How to measure & scale
Colour marks the stage of a product’s life

A series of twenty-four

Understanding the Context of Education

Twenty-four short, sourced primers on the professional knowledge of education, for anyone who works in or on it. All twenty-four are written. The introduction sets out how the series is organised and where to start; the glossary is the quick way to look up a term and find where the primers use it.

Purposes
Teaching
Settings
Curriculum
Evidence
Colour marks the part of the field

Beyond the series

Guides from the domains

One is written. The rest are listed because saying what is not finished yet is more useful than an index that only shows the finished thing.

Sixty principles · five parts

Principles for designing learning materials

What to do with words, pictures, layout, and interaction so that a resource teaches rather than merely covers the ground. Drawn from the learning sciences, multimedia research, visual design, user experience, and inclusive design.

Open the guide
In progress

Designing learning spaces

How space, participation, tools, and routines get set up so that the form of learning intended is the one the room makes easy — and what to spend on first when the budget will not cover the walls.

Planned

Using immersive media

When a headset earns its cost, what has to happen in the twenty minutes after it comes off, and the cheaper thing to try before committing to any of it.

Planned

Designing interactive experiences

Where the learner has to commit, what the system should say back and when, and how to tell careful reasoning from an efficient exploit.

Singapore