Digital product management
What change in behaviour are we betting on?
Work / Guides / Introduction to Craft Guides
Twenty-two short, sourced guides to the practices behind learning products, written for the people who fund, build and run them in schools. Each takes a practice borrowed from technology or design, explains the reasoning behind it, and shows where it breaks in education.
Why the series exists
There are good general guides to product management, service design, Scrum and data governance. Almost none of them deals with the things that decide whether a learning product works: annual procurement, the school calendar, children’s data, teachers who choose whether anything reaches a student, and learning outcomes that take years to show.
This series fills that gap. It follows a learning product through its life, from why build it and what to build to how to build it, the data and AI inside it, and whether it works and lasts. Every guide in the series follows the same pattern.
Each guide opens with a belief people commonly hold about its practice, and shows why that belief fails.
Each guide rests on one central idea and five habits, with the logic behind each, so readers can apply them to cases the guide never mentions.
Every habit has a “where it breaks” slide on what changes when the users are teachers and students and the buyer is a school system.
Five constraints recur across the series. Each guide shows them all and marks the two or three that matter most for its subject.
Terms, holidays and exams decide when anything can change, be tested or be measured.
Annual budgets, tenders and contracts fix scope long before users are consulted.
Minors cannot consent alone, cannot opt out of a national platform, and are owed a higher duty of care.
Nothing reaches a student unless a time-poor teacher chooses to use it.
Learning outcomes take years to show, long after the decisions that shaped them.
Who it is for
The habits in each guide apply to everyone. What differs is which part of the product each reader controls, so every guide closes with one slide per reader: what they own, what to ask for, and the mistake they are most likely to make. Each reader has a symbol rather than a colour, so the marks survive black-and-white printing.
They set mandates, fund the work, write the rules and own the central systems. Their decisions reach every school at once.
They build one part of a larger service and report on how it performs. They are best placed to produce evidence, and have the strongest reasons to present it favourably.
Inside a guide
| Part | What it does |
|---|---|
| Opening | The title, the series shelf, who the guide is for, the five constraints, and a question the reader answers before reading on |
| I · The correction | The common belief and why it fails, then the one central idea the rest of the guide depends on |
| II · The habits | Five sections, each giving one habit, the reasoning and a figure, where it breaks in education, then what to do and what to avoid |
| III · In practice | One slide per reader, then questions to ask of any plan and further reading |
| Reference | A glossary, a methods table, working templates, evidence notes and an APA reference list with links |
What each guide contains
Each card gives the guide’s central question, the belief it corrects and its habits.
Strategy and value
2 guides
What change in behaviour are we betting on?
What does the whole experience look like, beyond our screen?
Discovery and design
6 guides
Are we solving the right problem?
What do people actually do, and why?
Does what we made work for the people using it?
What did we learn, and what does it mean for the design?
What is the cheapest way to find out if this idea works?
Why do interfaces help or hinder?
Delivery
5 guides
How do we deliver value in small, safe steps?
What is the smallest thing we can do to learn whether we are right?
What is actually happening when engineers build?
How do we release often without breaking a school day?
Did this change do what we hoped?
Governance, analytics and models
4 guides
What data do we need, and who is responsible for it?
What can logs tell us about learning?
Where does AI help learning, and how do we know?
What could go wrong with student data, and for whom?
Evidence, change, communication and support
5 guides
What can a number tell you, and how far should you trust it?
Why do good tools go unused?
Does the right person know what changed, why, and what to do?
What kind of training actually changes what teachers do?
When something goes wrong, how fast do we hear and fix it?
How the series was designed
The guides are grouped into five stages: why build, what to build, how to build, how to improve, and how to measure and scale.
Readers can find the guide for the decision in front of them, and the order shows how early choices constrain later ones.
Some topics span stages. Privacy, for example, matters from the first discovery interview, so guides point to each other.
Each guide has its own tinted background: yellows for strategy, corals and orchids for design, blues for delivery, violets for data and AI, and greens for evidence. Each colour has a light and a dark version.
A reader holding any guide can tell its stage at a glance, and the series reads as one set on a website or a shelf.
Fitting 22 colours around the colour wheel leaves neighbouring guides only just distinguishable. Accent colours are darkened guide by guide so text stays readable, with every contrast ratio measured rather than assumed.
Every guide keeps the same typefaces, blue and orange highlight colours, and colours for do, don’t, evidence and contested points. Only the background and one signature colour change.
A reader who learns the visual language in one guide can read all of them. One shared template carries every guide, so a fix made once reaches all of them.
Individual guides have less room for their own visual identity.
Each guide rests on one central idea and five habits. The original outlines had three.
Five habits cover the topic without becoming a checklist, allow a full set of posters, and leave room for the habits that are specific to education.
Some topics would split more naturally into four or six.
Ministry staff, vendors and school leads are marked ■ ▲ ●, in ordinary text colour.
Colour already signals the guide, the section and whether a point is a do, a don’t, evidence or contested. A fourth colour code would overload it, and symbols print cleanly in greyscale.
Symbols are less striking than colour, so the reader’s name always appears beside the symbol.
Every guide shows the same five constraints and marks the ones that matter most for its topic.
It makes “where it breaks in education” a consistent thread rather than a loose aside, and lets readers compare guides.
Other factors, such as language, equity and infrastructure, are handled inside individual guides rather than as a sixth constraint.
Every guide is one self-contained HTML file with three views and its own print settings.
A guide has to work in a meeting, as a read and on a wall. Generating all three from one set of content keeps them from drifting apart.
The files are large and are edited through their content files rather than by hand. Tools that strip inline graphics need an image-only copy.
The first plan had one user research guide. It became four: discovery research, evaluative research, and two on design methods. DesignOps became a section of the UX foundations guide.
Research and design methods are where readers most often need specifics. DesignOps matters mostly as the practice of running a design system.
The design stage is the largest in the series, with six guides.
Guides on lean product development and DevOps were added. Build, buy or partner, accessibility, and evaluating edtech impact were dropped. Adoption gained guides on communication, professional learning, and support.
Adoption, not launch, decides impact, and much of it depends on how change is explained, taught and supported in schools.
Accessibility and evaluation are covered inside other guides rather than on their own, which gives them less depth.
Every example and figure comes from public, documented sources. Invented cases are labelled as illustrative.
The guides are published openly and must be safe to share with vendors and schools.
Some of the most instructive internal cases cannot be used.
Two series, two axes
Organised by the life of a learning product, from why build it to whether it lasts. Each guide corrects a misconception, teaches five habits and shows where the practice breaks in education.
Organised from the purposes of education outward. Written for a general reader, it supplies the knowledge the craft guides assume: aims, learners, pedagogy, curriculum, assessment, policy, research and reform.
Read the introductionThe two sets can be read together. Craft guide 14, on data strategy, reads differently once assessment systems (C14) has shown why any reported measure becomes a target. Craft guide 19, on adoption, is sharper after education reform (C23) has explained why system change is slow.
The evidence standard
Before each guide is written, every number, quotation and citation it will use goes to a separate verification pass. Corrections are made before drafting. A claim that cannot be verified is reworded, qualified or dropped. Popular figures that rest on weak evidence are named and set aside in the text rather than quietly omitted.
Each guide ends with an evidence appendix that records vendor data, secondary quotations, differences in how figures were measured, and the limits of the studies it relies on. The fastest-moving topics, AI above all, date every claim and are due for regular revision. Content that touches law, such as the privacy guide, is checked against current policy before release.
Craft guides for educational technologists · All twenty-two written · September 2026