Mapping the digital value stream
Day 1 · Session 2

Mapping the digital value stream

A value stream is the whole learning journey: information, action, waiting and feedback from the learner's need to demonstrated performance.

Completed

Map one journey with a clear start and finish

Too broad
  • “Improve our e-learning”
Mappable
  • From assignment release to useful feedback

A useful boundary names four things:

  • The trigger
  • The final learner outcome
  • One learner group
  • One module or task
Rule of thumb

If the map cannot fit on one page, narrow the boundary.

Trigger → final learner outcome, for one group and one task.

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Capture the current state, not the intended one

01
Action
What someone actually does.
02
Information
What must be known or transferred.
03
Wait
Where work queues or pauses.
04
Check
Where quality is confirmed.

Example: nine days to useful feedback

Submit
5 min
Queue
4 days
Mark
18 min
Check
3 days
Release
2 days
Act
10 min
Value-adding work Waiting / queue

The learner experiences the full nine days, not the 33 minutes of work.

Measure friction with a few honest signals

01
Lead time
Start to useful learner outcome.
02
Touch time
Time spent actively adding value.
03
First-pass quality
Completed correctly without rework.
04
Demand
How often help or correction is needed.

Choose the signal that would change your next decision.

Design the future state around one constraint

  1. 1
    Remove
    Delete a step that adds no learner value.
  2. 2
    Combine
    Bring related actions into one flow.
  3. 3
    Move
    Place information at the point of need.
  4. 4
    Automate
    Only after the work is stable and clear.
Hands-on35 min

Map and redesign one learner journey

Paper first. One page. Current state before future state.

0/4

Leave withCurrent and future-state maps.

Evidence should lead the tool choice

Before choosing a platform, answer:

  • Which learner outcome are we protecting?
  • Where is the constraint?
  • What will change in the flow?
  • What evidence will tell us it worked?
Tool later

Problem first. Evidence next. The platform is the last decision, not the first.

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Lean Digital Instruction — a practical workshop for TVET educators. 12-13 August 2026, Gamification Centre UNIMAS.
Facilitated by Dr Chuah Kee Man · www.chuahkeeman.com