Common eLearning terms

No jargon—just the terms you’ll see in our proposals and calls. Every card explains what it means, when it applies, and how to use it in your context. We work across three phases: Planning, Prototype & Design, and Build & Delivery. Join us wherever you are.

Phase 1: Planning

Pre-build terms you’ll hear at kickoff. Plain definitions, when they apply, and how we use them.

Goals & audience

Short definition

What success looks like and who the course is for—stated in plain outcomes.

When it applies
  • Day 1 discovery and anytime scope shifts.
  • When choosing examples, tone, and interaction level.
How to apply it
  • Write the top 1–2 outcomes in one sentence each.
  • Note the primary learner group and key constraints (time, tools).

Tip: Phrase outcomes as behaviors: “Managers give specific feedback weekly,” not “Understand feedback.”

Stakeholders & SME

Short definition

Who approves and who knows the content. We keep reviews simple for both.

When it applies
  • Kickoff and scheduling reviews.
  • When decisions stall or conflict.
How to apply it
  • Name one primary approver and one SME.
  • Collect team input into the single planned review.

Tip: Ask the approver to nominate a backup reviewer. It keeps the week moving if someone’s out.

Seat time

Short definition

Approximate minutes a learner spends in the course. A guide, not a hard rule.

When it applies
  • Early scoping and timeline planning.
  • Choosing interaction depth and assessment length.
How to apply it
  • Pick a range (e.g., 12–15 min) tied to outcomes.
  • Prioritize must-haves; trim nice-to-haves first.

Tip: A crisp 12–15 minutes with clear actions beats a meandering 25. Scope to the outcome, not the clock.

Constraints & dependencies

Short definition

Limits or prerequisites that affect scope or timing—brand, legal, data, IT access, or approvals.

When it applies
  • Kickoff and before scheduling the prototype week.
  • When new systems or approvers enter the project.
How to apply it
  • List blockers (e.g., SSO, image approvals) and who owns each.
  • Time-box: “If X isn’t ready, we use a placeholder and keep moving.”

Tip: Convert each dependency into a simple “owner + due” line. It keeps the prototype week unblocked.

Phase 2: Prototype & design

Quick, visual alignment. Get a clickable path and screen-level plan before full build.

Storyboard

Short definition

A simple plan of each screen—what shows, what the learner does, and what happens next.

When it applies
  • After the prototype is approved and before full build.
  • Especially useful for scenarios or branching flows.
How to apply it
  • One row per screen: message, media, action.
  • Confirm in one quick review, then build.

Tip: Use real copy for key screens—lorem ipsum hides pacing and tone issues.

Prototype (clickable)

Short definition

A quick, navigable model of the course that shows flow, look, and key interactions.

When it applies
  • Early—within the first week—to align fast and cut rework.
  • Before writing every screen or building full interactions.
How to apply it
  • Prototype 3–6 representative screens, plus the core navigation.
  • Decide on structure, tone, and accessibility patterns here.

Tip: Time-box the review to one round with clear decisions: “approve,” “adjust,” or “park for later.”