
Design For How People Learn
10 minIntroduction
Narrator: Imagine a project manager named Alison, an expert in her field, who agrees to teach a project management class at a design school. Her students are young, creative, and taking the class only because it's a requirement. They have no real-world experience and, frankly, very little interest. How does she bridge the chasm between her expert knowledge and their complete lack of context and motivation? Does she just deliver the facts, hoping some of it will stick? Or is there a better way to design the experience so they not only learn, but can actually use what they're taught?
This is the central challenge explored in Julie Dirksen’s book, Design For How People Learn. It argues that great learning isn’t about the quality of the content, but about the quality of the design. It’s a guide to moving beyond information dumps and creating experiences that truly change what people know, what they can do, and how they feel about it.
Learning Starts by Finding the Real Gap
Key Insight 1
Narrator: Before any learning can be designed, the first step is to diagnose the problem correctly. Dirksen argues that performance issues are rarely simple knowledge gaps. Instead, they fall into several categories: a knowledge gap (they don't know something), a skills gap (they can't do something), a motivation gap (they don't want to do it), or an environment gap (the system prevents them from doing it). Treating the wrong gap is a recipe for failure.
Consider the evolution of drug and alcohol prevention programs for middle schoolers. Early curriculums operated on the assumption of a knowledge gap. They provided kids with facts and statistics about the dangers of substance abuse. Yet, these programs were largely ineffective. The designers eventually realized the problem wasn't that kids didn't know drugs were bad; the problem was a skills gap. They didn't know how to handle the awkward social pressure of being offered drugs or alcohol by a peer.
The new, more effective curriculums shifted focus entirely. Instead of lectures, they used role-playing, skits, and brainstorming sessions. They gave students a safe place to practice saying "no," to come up with excuses, and to navigate the very situations they would face in the real world. By correctly identifying the problem as a lack of skill, not a lack of knowledge, the designers were able to create a solution that actually worked.
You Must Appeal to the Elephant, Not Just the Rider
Key Insight 2
Narrator: To capture and hold a learner's attention, it’s essential to understand the two sides of the human mind. The book uses Jonathan Haidt's powerful metaphor of the Rider and the Elephant. The Rider is our rational, analytical mind—the part that makes plans and understands logic. The Elephant is our emotional, intuitive, and habitual self. The Rider can steer, but the six-ton Elephant is the one with the real power. When there’s a conflict between what we know we should do and what we feel like doing, the Elephant almost always wins.
Forcing the Rider to drag an unwilling Elephant forward is exhausting and unsustainable. Effective learning design, therefore, must engage the Elephant. One of the best ways to do this is through personal stories and tangible cues.
For example, the author tells the story of her friend Karen, who constantly struggled to tell left from right, especially at four-way stops. The abstract rule—"the driver on the right has the right of way"—was a concept for the Rider, but it failed her in the moment. The solution wasn't more rules. Instead, they glued a tiny lighthouse statue to the right side of her dashboard. This became her "Right-light." The lighthouse was a concrete, visual, and personal cue that the Elephant could instantly grasp. It wasn't an abstract rule; it was a story and a tangible object that made the correct action effortless.
Memory Isn't a Filing Cabinet, It's a Web
Key Insight 3
Narrator: Learning is pointless if the information can't be retrieved when needed. Dirksen explains that our long-term memory doesn't work like a simple filing system where each memory has one location. It’s more like a vast, interconnected web. A piece of information is easier to find if it has more connections—if it’s linked to a story, an emotion, a visual, and an existing piece of knowledge.
The authors of Made to Stick demonstrated this perfectly. They presented two passages to an audience. The first was a dry, data-filled paragraph about a non-profit's return-on-investment rationale. The second was the urban legend about a man who wakes up in a bathtub of ice after having his kidney stolen. When quizzed later, almost no one could recall the details of the ROI paragraph, but nearly everyone remembered the kidney-heist story vividly.
The ROI paragraph was abstract and had no hooks for memory. The urban legend, however, was a story. It had a character, a sequence of events, suspense, and a shocking conclusion. It automatically created dozens of connections in the brain's web, making it incredibly easy to retrieve. To make knowledge stick, it must be woven into a rich context, preferably a story, that gives the brain multiple pathways to find it again.
Skills Are Forged Through Practice and Feedback, Not Information
Key Insight 4
Narrator: There is a fundamental difference between knowing something and being able to do it. Knowledge can be acquired by reading or listening, but skills can only be built through practice. Dirksen uses a fascinating study on Tetris players to illustrate this. When people first started playing the game, brain scans showed high levels of glucose consumption—their brains were working incredibly hard. But after weeks of practice, even when playing at much faster and harder levels, their brains used significantly less energy. The skill had become automated, moving from a cognitively demanding task to an efficient, almost unconscious process.
Effective learning design must provide learners with opportunities to practice in a way that balances challenge and ability, creating a state of "flow." This means structuring practice with clear goals and, most importantly, frequent and immediate feedback. Practicing without feedback is like bowling in the dark; you might be getting better, but you have no way of knowing. The feedback loop—where a learner tries something, sees the result, and adjusts—is the engine of skill development.
Sometimes the Learner Isn't the Problem; The Environment Is
Key Insight 5
Narrator: Often, organizations try to solve performance problems with training when the real issue lies in the environment itself. If a system is overly complex, if resources are hard to find, or if the workflow is illogical, no amount of training can fix it. The most effective solution is often to change the environment, not the person.
Dirksen describes a customer service call center where new hires took six months to become proficient because they had to navigate four different, non-communicating computer systems to answer a single customer query. The company had a "training" problem because employees kept leaving before they became fully productive. But the real problem was an environmental one. The system was broken.
A better approach is to put knowledge "in the world" instead of forcing it "in the head." Think of the red line painted on the streets of Boston that guides tourists along the Freedom Trail. It removes the need for a map or memorized directions by embedding the knowledge directly into the environment. Similarly, a well-designed software interface that guides a user step-by-step is far more effective than a thick manual. Before designing a course, designers should always ask: what can we change in the environment to make the right action the easiest action?
Conclusion
Narrator: Ultimately, Design For How People Learn delivers a transformative message: creating effective learning is not about delivering information, but about building a complete support system for a learner’s journey. It’s about understanding that each person is the hero of their own story, and the designer's job is to be their guide—clearing the path, providing the right tools, and building their confidence.
The book’s most powerful takeaway is that we must look beyond the learner and analyze the entire system. The next time you encounter a "training problem," ask yourself: Is this truly a lack of knowledge? Or is it a lack of skill, a lack of motivation, or a broken environment? Answering that question correctly is the first and most critical step toward creating an experience where people don't just learn, but thrive.