Just like the goals, the learner profile must be taken into account upstream, to adapt the content of the course… and its format!
Therefore, content will be developed based on the target audience’s knowledge. The digital habits of future learners are also taken into account to define an intuitive and attractive interface: the user experience (UX) and the user interface (UI) will be directly linked to the users’ ‘Digital Maturity’.
But other criteria are important, such as the average age of learners. “In a Gamification process, for example, we adapt content to the target audience’s cultural references. The state of mind, humour and cultural references change. For example, we will appeal both to millennials and older employees with references that are suitable for each generation,” specifies Vincent Gaillard..