The past

How Learning Experience Design Came to Be

Before Learning Experience Design had a name, it had a story.

Before Learning Experience Design had a name, it had a story.

A story of machines, minds, and moments that shaped how we learn.
This is that story—the messy, fascinating, deeply human evolution of
Learning Experience Design.

A story of machines, minds, and moments that shaped how we learn.
This is that story—the messy, fascinating, deeply human evolution of
Learning Experience Design.

Scroll

The past

How Learning Experience Design Came to Be

Before Learning Experience Design had a name, it had a story.

A story of machines, minds, and moments that shaped how we learn.
This is that story—the messy, fascinating, deeply human evolution of
Learning Experience Design.

Scroll

1900s -
1940s

1900s - 1940s

The Dawn of Visual Learning

  1. Visuals take center stage, proving pictures and films can teach faster than words alone.

  2. Technology begins to support learning, with early machines testing and reinforcing skills.

  3. Real-world urgency (like war) drives faster, more practical training methods.

1905

First School Museum opens in St. Louis, bringing portable exhibits to classrooms.

Visual Education Movement introduces lanterns, films, and stereopticons.

1908-1925

1925

Sidney Pressey builds the “Automatic Teacher” to drill and grade learners.

First School Museum opens in St. Louis, bringing portable exhibits to classrooms.

1941-1945

1946

Edgar Dale’s “Cone of Experience” shows concrete experiences beat abstract lessons.

From showing to shaping — learning shifts from images to ideas

From showing to shaping — learning shifts from images to ideas

1950s-
1960s

1950s-1960s

The Golden Age of Learning Theory

  1. Learning becomes structured—specific steps and goals make it repeatable.

  2. Theories start guiding practice, focusing on how people think and grow.

  3. Computers enter the scene, hinting at tech’s future role in education.

  4. Feedback loops emerge as key to keeping learners on track. 

1954

B.F. Skinner’s teaching machines use small steps and instant feedback.

Benjamin Bloom’s Taxonomy outlines six levels of thinking skills. 

1956

1960

PLATO system brings computer-based learning to classrooms. 

Robert Mager defines clear learning objectives for better lessons. 

1962

1965

Robert Gagné’s Nine Events of Instruction map out a teaching process. 

Theories take root. Now it's time to design them into practice.

Theories take root. Now it's time to design them into practice.

1970s-
1980s

1970s-1980s

The Rise of Instructional Design

  1. Focus shifts to the learner’s mind—how they think matters more than just behavior.

  2. Design gets systematic, with models to organize and improve teaching.

  3. Personal computers open doors, making tech more accessible for learning. 

1970s

Cognitivism explores how minds process and store knowledge. 

Over 40 instructional design models offer new ways to plan learning. 

1970s

1975

Apple I computer reaches homes and schools. 

World Wide Web launches, setting the stage for digital learning.

1989

Enter the internet—access explodes, and learning unplugs from the classroom. 

Enter the internet—access explodes, and learning unplugs from the classroom. 

1990s

The Digital Revolution

  1. Digital tools explode access—learning’s no longer stuck in classrooms.

  2. Active participation becomes key—learners build knowledge, not just receive it.

  3. Standards like SCORM make online learning consistent and shareable. 

1989

World Wide Web connects the world with instant information.

Constructivism pushes learners to solve real problems actively.

1990s

1990s

Electronic Performance Support Systems help workers on the job.

SCORM sets standards for e-learning content.

1999

From content delivery to learner journeys—LxD finds its name. 

From content delivery to learner journeys—LxD finds its name. 

2000s

 Learning Gets a New Name

  1. Multimedia proves it is king—combining media boosts understanding.

  2. Big funding pushes tech into schools, wiring up the next generation.

  3. LxD emerges as a fresh take—learning’s about the journey, not just the goal.

  4. MOOCs break barriers, offering free, open education to anyone online.

2001

Richard Mayer’s Multimedia Learning shows words and visuals work best together. 

No Child Left Behind invests $3.4 billion in school tech through EETT.

2002

2007

Niels Floor coins “Learning Experience Design” (LxD).

George Siemens and Stephen Downes launch the first MOOC with 2,200 learners.

2008

What started as a concept becomes a global movement.

What started as a concept becomes a global movement.

2010s-
2020s

2010s-2020s

LxD Takes Off

  1. Tech gets personal—AI and VR tailor experiences to each learner.

  2. Fun drives engagement—games and short lessons keep people hooked.

  3. Mindset matters—growth and effort reshape how we approach learning.

  4. Collaboration goes global—tools connect learners like never before.

2010s

Jane McGonigal and Karl Kapp bring gamification to learning.

Carol Dweck’s growth mindset encourages effort over talent.

2010s

2010s

Julie Dirksen focuses on user-centered design for learners.

MOOCs grow huge—Thrun and Norvig’s course hits 120,000 learners.

2011

2015

VR and AR in Learning: A VR headset with a holographic image—immersive wow. 

Microlearning: A phone with a tiny lesson bubble—quick and snappy. 

2018

2020

Adaptive Learning Technology: A gear with an AI brain—smart and tailored. 

AI Tutors and Collaboration Tools: A chatbot face next to a chat bubble—connected and clever.

2023

What started as a concept becomes a global movement.

What started as a concept becomes a global movement.

The Pasts Big Lesson 

Weve been chasing efficiency for decades, but it took us too damn long to care about the human on the other end. Thats where the real story starts.

From flickering slides to AI tutors, LxD has evolved into a field thats as much about the learner as it is about the content. The past taught us to buildnow, were learning to feel.

Every era of learning design holds lessons worth sharing.

Which part of this evolution resonated with you most?

Help others understand where we've been to better imagine where we're going.

LIDT Timeline content adapted from 'Foundations of Learning and Instructional Design Technology' edited by Richard E. West, licensed under CC BY 4.0.

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