Introduction
In the MDDE 605 course, I worked with a fellow student to produce the required business planning assignments, as we were both interested in designing and implementing an onboarding or orientation training program for new hires.
This year I had my own opportunity in my workplace to be part of transforming the new hire learning experience. As much of the business planning process and research I did for the MDDE 605 course assignments applies in terms of general process, but with the input of specific business requirements, user research and statements of work, I have referenced learning assets that reflect my 'real' overall solution at various stages of development.
I consider this artefact much like a capstone in that it brings other facets of distance education design like program evaluation, target audience analysis, research, and program management. It also represents the mix of theory and practice that was an overarching theme in the MEd program where 'practical' considerations such as time, cost, and quality must also be weighed in the overall approach to designing instruction.
Why We Need New Hire Onboarding
Employee engagement is generally defined as the level of commitment and involvement an employee has towards their organization and its values, and it can serve as a barometer of organizational health (Aon Hewitt, 2013). The main purpose of new hire 'onboarding' is to help new hires adjust to social and performance aspects of their new jobs quickly and smoothly, and learn about the organizational culture they are joining to successfully function in their new workplace (Bauer, 2011; Caruth, Caruth, & Pane Haden, 2010).
Typically, organizations that have a dedicated onboarding or orientation process typically result in new employees with longer tenure with less intention to leave, while negative perceptions typically result in shorter tenure and a greater intention to leave (Bauer, 2011; Boswell, Shipp, Payne & Culbertson 2009; Caruth et al., 2010). The way to deliver new employee orientation varies from ad-hoc, on-the-job, or as needed instruction to standardized, multi-day, multi-topic face-to-face and self-paced learning.
The Solution: A Continuum of Suppport
The target audience of learners for the new hire portal includes those in their early career, professional hires, contractors, executives, and newly acquired employees. With this variation in terms of professional experience, expectations, and roles and responsibilities, designing and producing a common and core set of learning that sets a foundation of organizational knowledge and know-how is challenging.
As I experienced in the MDDE 605 course, my team at work started with a business analysis of our current and future state of onboarding. We reviewed all the components in our current solution, and identified the impact of changes to our existing and proposed solution, and then re-evaluated a financial planning exercise from the previous calendar year to identify the estimated budget and resources for our solution. My role in this exercise was to scope the level effort to create new learning content for a redesigned new hire self-service learning portal. Over the course of the year, my role expanded from instructional design territory into program management. This work required advising on investments in technology, managing contractors, communicating with stakeholders within my program and with other business units, working with test and development leads, creating change management and communications plans, and constantly setting and re-setting expectations.
As our onboarding program can be quite fluid with global, geographic, business unit, and role-specific requirements, maintaining our existing elements while rolling in new ones has required an 'agile' or iterative approach in our development and support. Our portal has to integrate with other communities of practice - and transitions - by complementing what they have learned and offers deeper self-study into workplace tools and processes. Throughout the solution design and development, our approach was to fine-tune the learning design and content based on user and stakeholder feedback.
Program Evaluation and Feedback
Return on investment and learning results matter to both program participants and stakeholders. A quantitative approach to evaluation includes sifting through learning analytics and participation trends such as learner completion rates, satisfaction indicators, and time to complete. While these are valid inputs to assessing the impact and quality of a global program, this approach misses contextual information about our learners' experiences within the program.
As part of the user research I did to understand our target learner's needs and expectations for the new hire learning portal, we conducted surveys, wireframe or paper prototyping sessions and user focus testing with a cross-segment of our new hire audience and stakeholders. This gave us richer picture of some of the challenges facing our learner populations and allowed us to make adjustments to our learning design and deployment. From a research and program evaluation perspective, I would qualify this as mixed research and our evaluation as 'participant-oriented' versus relying solely on our stakeholders to render judgment about the program's value or worth (Fitzpatrick, Sanders & Worthen, 2004).
Learning Asset 1: User Journey
The user journey is a tool to understand how our new hires interact with various components of the onboarding program from their point of view; it was also used to identify and communicate the program's experience requirements with stakeholders. As a visual representation of our new hire needs, wants and expectations, it informed not just the design of the new portal but other components of the overall learning solution and onboarding journey for our newhires. This map outlines the pre-start milestones (in blue), interactions (in white), thoughts (in yellow), messages (in green), and feelings (in pink).
Learning Asset 2: User Experience
User experience refers to providing user satisfaction by improving the usability, accessibility, and affective aspects in the interaction between the user and a product or service. For the new hire portal, I determined the content strategy and information architecture of the required new hire learning. This was used to develop the wireframes or prototype of the portal. The wireframes were tested with a pilot audience, allowing us to fine tune the user interface before and during development.
Learning Asset 3: Communications Strategy
A series of emails are planned over the new hire journey to promote awareness of the new hire portal. The goal is to improve user participation in the self-paced learning and drive higher completion rates from previous years. A pilot is underway to solicit user feedback and refine the messaging and timing as needed with a small segment of the population.
Competencies Applied
Problem Solving, Analysis, and Decision Making
- 1.1 Recognize problems.
- 1.2 Define the aspects of problems.
- 1.8 Justify these solutions.
- 1.9 Present these solutions to others.
Instructional Design and Development
- 2.5 Develop instructional products or learning objects in distance education.
Communication Technologies and Networking
- 3.5 Apply these technologies in distance education and in real-life instructional contexts.
Communication and Interpersonal Skills
- 4.3 Justify and defend your ideas orally and in writing in meetings, forums, seminars, exams and other contexts.
- 4.8 Organize, and convey your ideas effectively through a range of communication skills and work collaboratively and in teams.
Research
- 5.3 Access and critically evaluate sources and content for quality, applicability and relevance.
- 5.9 Conduct effective interviews for research purposes.
Management, Organization, and Leadership
- 6.1 Analyze the current and future climate of the distance education and distance learning industry, and formulate strategies to respond to that climate.
- 6.3 Make considered recommendations regarding the selection of appropriate learning technologies and assure that these selections meet organizational needs.
- 6.5 Manage workload, other commitments, and information needs within time and structural constraints (in both personal and team management situations).
Critical Reflection
MDDE 605, as I have heard other MEd students say, was a challenging experience; it was the first time I had assignments returned, and financial forecasting and accounting are not my preferred activities. Despite that I am highlighting program management with its capital and operating costs, staffing models and resource plans, as an Artefact in my portfolio. The reason, as outlined in the Introduction, is that this Artefact connects theoretical learning to workplace demands, illustrating what I learned in MDDE 605 (as well as 617) to a real project involving new hire learners with real business and stakeholder demands and constraints. Also, program management, as an umbrella term for the end to end management of design and development of learning solutions, has an effect on the bottom line in any organization. More and more, our business stakeholders require us designers of instruction to measure and track any impact that change has had on the business and therefore demonstrate the value of learning.
Instead of showcasing assets from the course, Learning Assets 1, 2, and 3 were created during the solution design and development of a new hire learning portal in my organization (2.5). They reflect parts of the business planning process that I prefer: strategy, market and business analysis, and change management. The first two assets also relate to contextual design, a user-centered design process which represents something I felt was missing from MDDE605; our course assignments were built for reaching a go- no-go decision by those approving and paying for the solution but what of the voice of the user or learner? How should they factor into the design and development?
Learning Asset 1 involved collecting and consolidating data about users and what matters to them while Asset 2 physically represented 'the system' with which the user would interact with, and ultimately served as a blueprint for the design and development. I used both as inputs into understanding the problem or business opportunity facing our new hires (1.1 and 1.2), and as an output for communicating what we knew about our users to stakeholders and status (1.9 and 4.8).
In MDDE 605, we too had to do market analysis, gathering information about our potential market. I recall the assignments seemed to follow a very mechanical process akin to building a house with specs and blueprints, reviews, estimates and schedules. First came the business analysis, then the strategic analysis, followed by the detailed business plan, in that order. While I appreciated the rigor of the 'process', not every organization follows or refers to these exact steps in the same way. When I applied the process to the real world, customization was required regarding the 'communication' of the real solution in a format my stakeholders expected to be delivered, i.e. business analysis report would be a 'strategy' and business plan would be a 'statement of work'. (And as mentioned, the final plan was not written for the benefit or point of view of the users of the system.)
With the user journey (see Learning Asset 1), the new hire onboarding program represents a 'system' composed of software, hardware, services, support, and users. The paper prototype and wireframes (see Learning Asset 2) allowed us to iteratively test and refine our concepts with our learners and became a tool for communication with stakeholders as well to explain portal functionality (1.8, 1.9 and 4.8). The benefit of this design approach is that it is very 'participatory' where the users and stakeholders participate in the design of the system. The downside to this user-centered approach is that the inquiry can be time-consuming, or too brief yielding little data to work with. I had a lot of data sources to distill to provide an accurate picture of the issues we were needed to solve, such as completion rates of previous self-paced learning plans, satisfaction ratings from the orientation and participation rates in the communities (5.3 and 5.9) and having these details about our learner audience proved helpful to guide conversations and help stakeholders make decisions about development priorities (1.8, 1.9 , 4.3 and 6.3).
User focus testing was invaluable to guiding our solution but also to helping show business value and return on investment. Based on feedback from our pilot audience, changes were made to the user experience (i.e., changes to navigation to clarify expected actions) and gaps were identified in the learning content that was required for specific audiences (5.9 and 6.1). The positive reviews gave our stakeholders a sense that we were headed in the right direction and meeting our mission statement.
Finally, Learning Asset 3 refers to the change management process in program management. To bring awareness to our program, I designed an email campaign (3.5) bringing in the resources required to develop the communications deliverables (6.5) and consulted with technology team members to identify how to track participation (6.1 and 6.3). For all deliverables, I regularly collaborated and interfaced with dispersed project team members, stakeholders, and users to iteratively design and deploy the learning portal (3.5 and 4.8).
Competencies applied are indicated in parentheses.
Lessons Learned
Here are a few challenges and rewards that I experienced personally and professionally from working on the real world solution:
- Expect your learning design to change. Even up to the last minute. Design and development, in terms of making something operational, is like a tightrope; compromise is required. For example, even with approved UI specs and wireframes, parts of the design and user interface had to flex based on feedback from our users and stakeholders.
- Collaboration is mandatory. Working across disparate teams, business units, and stakeholders, you appreciate the sense of the meaning 'it takes a village' to build a portal. Over communicating is never a bad thing. For example, weekly and daily stand up meetings for all team members involved in design and development was needed to ensure deadlines were met but moreover so everyone had a common understanding of the work to be done and technology required to support the project.
- A balance needs to be struck between the strategic goals or vision of the effort, and resources available, and time constraints. For example, user feedback may provide you with fresh insights on improving the user experience but does not always mean that all changes should be made. Changes incur changes with content or technology which can incur more time with testing and development.
What I gained from this opportunity ...
-
From the new hire portal, the real world example, to experience the joys and lows of working 'iteratively': designing and understanding what one is designing through creating it (Ramsay, 2009).
- From MDDE 605, the opportunity to do a competitive analysis and research complete, partial and semi-open outsourced virtual training solutions.