We’ve spent a lot of time over the years now creating and evaluating self-directed learning experiences such as courses, resources, and platforms and one challenge has come up over and over again.
Which type of media to use for which content?
The problem with this question is that this decision isn’t just about the content, it’s first and foremost about the audience.
It’s an easy trap to fall into because content is the tangible thing right in front of us that we have to work with, but there is no magic formula without centering the people who will be using the resource.
Learning is a dance between current and future states, which means it is a dance between motivation and challenge, and you have to balance making it easy for them in the right places (UI, accessibility, knowledge management, cognitive load) so they can focus on stretching themselves bit by bit in their knowledge and skills (LX, instructional design).
The neglected part of this is that designed learning should also be enjoyable. As humans, we intuitively know this: we want to do things we enjoy. Most of the time, people won’t choose to do things that are painful unless they feel it is absolutely necessary. This can seem like a paradox of learning— a mistaken belief that since learning requires effort, that means enjoyment is not important or possible.
The truth is, effort and enjoyment are not mutually exclusive. In fact, we find great enjoyment in expending effort and testing ourselves in many contexts such as sports, games, or simple daily activities like trying a new route to work or a recipe. We are often learning, basically anytime we’re actively engaging with the world around us. It is also natural for us to push ourselves to learn when we need to adapt and respond to a dynamic situation, and we often find great enjoyment in this process of discovery.
So, a key question to always ask is “what will constructively challenge the user?”
Most learning designers immediately think of quizzes or knowledge checks at this point, but we should really be thinking foundationally about the messages being designed as well.
Even simple things go a long way, like surprising facts or information that disrupts assumptions and expected patterns. A concept can test you, a single concept can change your life.
Then, what you do with that energy and emotional response can also be quite powerful. This is why sequencing becomes so important to think about since you can really amplify the impact of concepts and use that momentum.
The point is, don’t punish people with learning. Use media to make it meaningful and enjoyable. Create opportunities for discovery. Don’t underestimate the potential of your learners or diminish their agency. Constructive and progressive challenges should always be part of learning design, and put the momentum of moments of self-discovery to good use.
Interactive video is the next logical step in the evolution...