An Interview Protocol for Instructional Design Cases

image of sewrch results

Google image search results for keywords “interview protocol.” There are many, but this one is for instructional design cases.

We need more instructional design cases written by those who did not actually do the design, but where to start?

I suggest interviewing the designer. Elizabeth Boling did the same in her case about the Alcatraz cell-house audio walking tour. I have done interviews twice now to begin design cases about designs I did not create, and I share the protocol I developed here. This protocol was originally developed from reviewer questions in an article where I belabor all the difficulties I went through doing my own first design case. Of course, the instructional design case doesn’t begin and end with the interview. A good case will also have a few images of the design, the authors experience of it, maybe a few quotes from others’ user experiences, and the author’s reflection about why they were originally drawn to write the case. But of course, start with interviewing he designer.

 

 

Interview Protocol for Instructional Design Cases

Start by:

  • Telling them you are recording AFTER the recorder starts, so you get their agreement on tape
  • Explaining that a member check will go out to them prior to the article’s submission for publication.
  • Mentioning the time it takes–  90 minutes seems about right in most cases.
  • Explaining that the markers and paper are there for exploring, please use them when needed. The notes are drawing from teh designer used to explain their product or process are important parts of the interview!
  • This meeting is about the instructional design, not necessarily about the success of the design.
  • Most importantly, Thank the designers for participation in this process.

Situating the design context and process:

  • What were changes in context which motivated the design? Something must have happened that brought this design about.
  • Who was the design team and what were their influences? Can we assume that the different members of the design team had different goals? Was that discussed? How were those decisions made?
  • Did you initially intend to have students create a game? What were those key decisions? When did they happen?
  • Can you describe the process by which you came to the initial formulation of the design?
  • As you reflect on how you created these learning opportunities, what were the pivotal moments during the formulating of the instruction, the ah-ha moments or innovations, that you would want to tell someone else, who might be considering doing something similar for their learners?

Describing the design:

  • Can you map out all the parts, especially the invisible ones, which someone viewing this teaching intervention might not see from the game itself? [Point to markers / pencils / paper]
  • What is particularly interesting about this instruction?
  • If you were to name the instructional design, NOT THE GAME, what would that name be?

Depicting the experience of the design:

  • Can you describe the user experience? /  How was learning measured, or not?

Transparency:

  • Can you tell me about any unforeseen obstacles or aspects of the design that needed revisions that you only found out about after decisions were made?
  • Did you try anything out, or consider anything, that was deemed in the end to be a bad idea in retrospect?
  • How has this instructional design created complexities or challenges in your teaching? Has the instructional design failed anyone? TA’s, students, not met your goals?
  • Have you skipped anything for simplicity’s sake? This can often trip up a design case because often what was skipped may be rationale for design decisions.

 

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