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Just Because a Sense Can Enhance Learning Doesn’t Mean We Should Design Around It.

When a sensory channel is actually worth designing around moving from “Can I use this sense?” to “Does this sense reliably serve the learning objective?”.

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Just because a sense can enhance learning doesn’t mean we should design around it.

Like we once discussed about how our senses being the gateway of information going into our learning system.

As we think of the senses as input channels or gateways into the learning system.

Sight and sound are usually our most practical channels because they’re relatively easy to deliver consistently through controlled design choices.

For the Sight Gate, the closer we match our learning experiences to how vision actually works, especially detailed central vision and our highly sensitive ability to detect motion through our black and white periphery, the more effectively visual information can pass through the gateway.

Anything that unnecessarily distracts the eye can compete with the information we actually want learners to perceive.

The same principle applies to sound.

The closer we design the learning experience around how sound communicates messages, status, direction, and location, the more likely the intended information is to be detected and interpreted in the form we intended.

In other words:

Don’t just put information in front of the learner.

Design it for the gateway through which it has to pass—while respecting the sensory capacity and distribution revealed by the sensory homunculus.

We talk a lot about designing for the senses.

Sight.

Sound.

Touch.

And sometimes, smell and taste.

But here’s where it gets interesting.

Not every sense is equally useful for every learning experience.

Let me tell you a story.

Cartoon fisherman in a straw hat standing in a small wooden boat on a calm sea at sunrise. Caption: "There was once a fisherman who loved fishing. But he had a problem.

The fisherman at sea with a boat crowded with people of different ages and backgrounds. Caption: "Every time he went out to sea, he brought a whole group of people with him. People of different ages, different abilities, different experiences. And they all had the same job:"

The fisherman and his crew lean over the side of the boat, reaching into water full of fish. Caption: "To catch the fish with their bare hands. So they would reach into the water, grab a fish…"

A young man grabs at a fish as it slips out of his wet hands and splashes back into the sea, while the crew looks on in dismay. Caption: "…and just when they thought they had it, the fish always slips and escapes."

v

At sunset, the frustrated fisherman stares at his empty basket as his tired crew sits behind him. Caption: "The fisherman began to wonder: 'Why is this so difficult?'"

The fisherman sits thinking over his empty basket while the crew keeps reaching into the water. Caption: "Until one day, he realized something. Maybe the problem wasn't that they needed more hands."

The fisherman ties a line and hook to a wooden stick while his crew watches with interest. Caption: "Maybe they needed a better way to catch the fish. So he built a fishing stick."

The fisherman casts a long fishing rod out to sea as his crew watches and learns. Caption: "[He] figured [it out] and showed them how to cast and fish."

Split view above and below the water: the fisherman holds his rod steady while his hook sits right in front of a fish. Caption: "With control and precision."

The crew, young and old, fish from the boat with their own rods while the fisherman directs them. Caption: "Now they could cast. Control the line. Adjust their position."

The happy fisherman and villagers unload baskets full of fish onto a dock at sunset. Caption: "And catch the fish with much greater precision."

Slide titled "Now let's map the story" explaining the metaphor: the fish is the information, the sea is the learning experience, the fisherman is the instructional designer, and the people with bare hands are smell and taste, which can reach the fish but are harder to control, reproduce and personalise, and are sometimes unnecessary.

🎣So what do you think the fishing stick is?

Well, that’ll be Sight and sound.

Not because they're automatically “better senses.”

But because they're often more controllable channels for delivering information.

And so you can control what is shown, what is heard, control the duration, you can even pause, replay, adjust, design around it and that control matters.

Because the goal of instructional design isn't to use as many senses as possible. It's to make sure the right information gets through the right gateway, in a way that reliably serves the learning objective.

The fish haven't changed.

The fisherman hasn't changed.

The sea hasn't changed.

The method of catching the fish has.🎣

The problem isn't that smell and taste are “bad senses.”

Just like the fisherman and his group weren't bad at fishing because they were trying to catch fish with their bare hands.

The problem is that some tools make it harder to get the fish reliably into your hands.

And in learning, the “fish” is the information we're trying to get into the learner's experience.

And this is how I think about smell and taste in learning design.

They aren't useless as they create context, trigger memories and can make an experience more immersive.

But they're also highly individual, difficult to reproduce reliably, harder to make accessible, expensive and logistically awkward.

And

And sometimes...

they simply aren't necessary for the learning objective.

So the question isn't:

“Can I use smell or taste?”

The better question is:

“Does using this sense help me achieve the learning objective reliably?”

Because as instructional designers, we're not trying to use every tool available to us.

We're trying to choose the right tool for the job.

Sometimes the fish doesn't need another pair of hands.

It needs a fishing stick. 🎣

So Quinn isn't saying:

“Never use smell or taste.”

He’s saying:

Don't add sensory richness for its own sake, rather Add it only when the performance actually depends on that sensory capability.

And so being, the exception now becomes “the learning objective”

I recently learnt this from Clark Quinn when he spoke about smell and taste as gateways for learning being difficult and likely unnecessary additions to most learning programs.

Sitting with that statement gave me one key takeaway:

" The Use of a sense(gateway/channel) when the sense is the skill."

In other words, don’t add sensory richness for its own sake.

Add it when performance actually depends on that sensory capability.

Hopefully I’m making sense here. 😅

Slide titled "And Clark's examples make this clear," showing two learning objectives where smell and taste matter: a figurine of a wine taster for "Become a sommelier," where taste and smell are part of the actual skill, and a figure carrying a red gas cylinder for "Recognize a gas leak," where smell may truly matter.

Accessibility becomes another layer

This becomes even more interesting when connected to all iv’e been saying above.

Clark reminds us that people don't all have identical sensory capabilities. He explicitly recommends considering limitations and providing:

  1. Redundancy— communicate important information through more than one perceptual cue.
  2. Alternatives— e.g., text for spoken audio.
  3. Alternative mechanisms— e.g., screen readers.

Diagram titled "My Two Layers of Sensory Design." Layer 1: make the learning environment resemble the performance environment to increase transfer. Layer 2: accessibility through redundancy (more than one perceptual cue), alternatives such as text for spoken audio, and alternative mechanisms such as screen readers.

So sensory design hastwo questions for me:

Slide titled "My Sensory Design Important Questions": 1. Is this sensory channel necessary? Does the learner need this sense to perform? 2. Can everyone access it? What happens if the learner cannot perceive this channel normally?

Decision table titled "A Little Framework." If performance requires the sense, include it appropriately; if not, don't force it in. If everyone can reliably perceive it, continue; if not, add alternatives or redundancy. If it's expensive or hard to reproduce, justify it against the objective; if not, prefer simpler channels. If it improves transfer, that's a strong reason to use it; if not, it's probably sensory decoration.

What do you think?

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Where this comes from

  1. Check out "Learning Science" by Clark Quinn — If you design learning, teach, or train people, you need to understand what is actually happening when someone learns. Learning happens at the neural level, but we design for it at the cognitive level. There’s a lot more in Clark Quinn’s book that I can’t share because of **intellectual property**. Get the book and experience the learning yourself. 📚You Would Love It!
  2. Check out "40 L&D Stakeholder Challenges: Of L&D Leaders, Practitioners, Clients, and Learners" by Guy W. Wallace — This book shares the answers I got from my EPPI-PACT Guidance Bot. The free EPPI-PACT Guidance Bot is a digital, interactive knowledge-transfer resource designed to help Learning and Development (L&D) practitioners, performance consultants, and business leaders master and apply Guy W. Wallace’s Performance Improvement and Performance Based L&D methodologies.
  3. To Learn More Join the "Learning Development Accelerator" — Click the link to join the Amazing Learning Development Accelerator Group Where practice meets evidence