Designing Clarity: The Rationale Behind Digital Journeys
Action Research Cycle & Iterative Processes
I used generative AI in a limited and supportive way during this project:
Google (2025) Gemini [Large language model]. Available at: https://gemini.google.com/ (Accessed: 2025/2026).
Digital Journeys is informed by goal-setting theory, which emphasises the role of clarity in supporting effective learning. Locke and Latham argue that goals are most effective when they are specific rather than vague, as they direct attention and support persistence (2002).
Within Digital Journeys, this theory is operationalised through visual structure:
By translating abstract assessment briefs into visible, sequenced actions, Digital Journeys functions as a goal-clarification tool, reducing uncertainty and helping students decide how to begin their work.
The project also draws on goal orientation theory, particularly the distinction between mastery and performance orientations. Dweck describes mastery-oriented learning as focused on developing competence through process and understanding, rather than demonstrating ability or correctness (1986).
Digital Journeys supports a mastery orientation by:
By shifting attention away from “getting it right” and towards understanding workflows, the resource supports confidence, resilience, and risk-taking, aligning with later work by Dweck on growth-oriented learning environments (2006).
This process-led approach aligns with experiential learning theory. Kolb defines learning as knowledge created through the transformation of experience (1984), a model that closely reflects how fashion students engage with creative software through project work.
Within Digital Journeys:
This experiential cycle is reinforced through scaffolding. Wood, Bruner and Ross describe scaffolding as enabling learners to achieve tasks they could not complete independently (1976). Digital Journeys provides:
Together, these features support increasing independence, confidence, and autonomy in digital workflows.
Beyond functionality, Digital Journeys deliberately foregrounds visual and aesthetic design as a pedagogical strategy. Research in multimedia learning suggests that emotionally engaging and visually considered materials can enhance motivation and comprehension when aligned with learning goals (Mayer and Estrella, 2014; Um et al., 2012).
This aligns with CAST’s assertion that barriers to learning are located in curriculum design rather than in learners themselves (2018), and with UAL guidance that frames inclusive design as central to student engagement.
As a result, Digital Journeys is designed to be:
Design is treated not as decoration, but as a tool for supporting understanding and motivation.
The project is grounded in principles of accessibility and inclusion, recognising that digital literacy is unevenly distributed. Research shows that implicit expectations around digital competence can disadvantage students without prior access to specialist tools (Selwyn, 2010; Helsper and Eynon, 2013; Beetham, 2017).
In line with the Social Model of Disability embedded in the UAL Inclusive Teaching and Learning Framework, this project understands barriers as produced by educational design rather than by individual students.
Digital Journeys responds by:
Text-heavy instructional design is widely recognised as a barrier for diverse learners, including disabled and neurodivergent students, students from non-design backgrounds, and students with English as an additional language (CAST, 2018; University of the Arts London, n.d.).
By making workflows visible and navigable, Digital Journeys aims to reduce cognitive overload, support equitable access to digital knowledge, and enable students to engage more confidently with creative software.
A more detailed discussion of the theoretical and pedagogical foundations underpinning Digital Journeys is explored in a separate blog post. (click here)
Beetham, H. (2017) Developing digital literacies. London: Jisc.
CAST (2018) Universal Design for Learning Guidelines version 2.2. Wakefield, MA: CAST.
Dweck, C.S. (1986) ‘Motivational processes affecting learning’, American Psychologist, 41(10), pp. 1040–1048.
Dweck, C.S. (2006) Mindset: The new psychology of success. New York: Random House.
Helsper, E.J. and Eynon, R. (2013) ‘Distinct skill pathways to digital engagement’, European Journal of Communication, 28(6), pp. 696–713.
Kolb, D.A. (1984) Experiential learning: Experience as the source of learning and development. Englewood Cliffs, NJ: Prentice Hall.
Locke, E.A. and Latham, G.P. (2002) ‘Building a practically useful theory of goal setting and task motivation’, American Psychologist, 57(9), pp. 705–717.
Mayer, R.E. and Estrella, G. (2014) ‘Benefits of emotional design in multimedia instruction’, Learning and Instruction, 33, pp. 12–18.
Selwyn, N. (2010) ‘Degrees of digital division’, Learning, Media and Technology, 35(4), pp. 491–507.
Um, E., Plass, J.L., Hayward, E.O. and Homer, B.D. (2012) ‘Emotional design in multimedia learning’, Journal of Educational Psychology, 104(2), pp. 485–498.
University of the Arts London (n.d.) Inclusive Teaching and Learning Framework. London: University of the Arts London.
Wood, D., Bruner, J.S. and Ross, G. (1976) ‘The role of tutoring in problem solving’, Journal of Child Psychology and Psychiatry, 17(2), pp. 89–100.















Beetham, H. (2017) Rethinking Pedagogy for a Digital Age: Designing for 21st Century Learning. 2nd edn. London: Routledge.
Bell, J., Bryman, A. and Harley, B. (2018) Doing Your Research Project: A Guide for First-Time Researchers. 7th edn. Maidenhead: Open University Press.
Braun, V. and Clarke, V. (2021) Thematic Analysis: A Practical Guide. London: SAGE.
Color Oracle (n.d.) Color Oracle: A free colour blindness simulator for Windows, Mac and Linux. Available at: https://colororacle.org (Accessed: 1 November).
Dweck, C.S. (1986) ‘Motivational processes affecting learning’, American Psychologist, 41(10), pp. 1040–1048.
Dweck, C.S. (2006) Mindset: The New Psychology of Success. New York: Random House.
Exploding Topics (2024) Graphic design software statistics. Available at: https://explodingtopics.com/blog/graphic-design-stats (Accessed: 12 December 2025).
Gray, C. and Malins, J. (2004) Visualizing Research: A Guide to the Research Process in Art and Design. Aldershot: Ashgate.
Helsper, E.J. and Eynon, R. (2013) ‘Distinct skill pathways to digital engagement’, European Journal of Communication, 28(6), pp. 696–713.
hooks, b. (1994) Teaching to Transgress: Education as the Practice of Freedom. New York: Routledge.
Kolb, D.A. (1984) Experiential Learning: Experience as the Source of Learning and Development. Englewood Cliffs, NJ: Prentice Hall.
Locke, E.A. and Latham, G.P. (2002) ‘Building a practically useful theory of goal setting and task motivation’, American Psychologist, 57(9), pp. 705–717.
Lupton, E. (2017) Graphic Design: The New Basics. 2nd edn. New York: Princeton Architectural Press.
Mayer, R.E. and Estrella, G. (2014) ‘Benefits of emotional design in multimedia instruction’, Learning and Instruction, 33, pp. 12–18.
McNiff, J. and Whitehead, J. (2011) All You Need to Know About Action Research. 2nd edn. London: SAGE.
McNiff, J. and Whitehead, J. (2011) You and Your Action Research Project. 3rd edn. London: Routledge.
Norman, D.A. (2013) The Design of Everyday Things. Revised and expanded edn. New York: Basic Books.
Selwyn, N. (2010) ‘Degrees of digital division: Reconsidering digital inequalities and contemporary higher education’, in Rethinking Learning for a Digital Age. London: Routledge, pp. 67–82.
Statista (2024) Worldwide graphics software market share. Available at: https://www.statista.com/statistics/1369176/worldwide-graphics-market-share/ (Accessed: 5 January 2026).
Straits Research (2025) Creative software market report. Available at: https://straitsresearch.com/report/creative-software-market (Accessed: 12 December 2025).
Um, E., Plass, J.L., Hayward, E.O. and Homer, B.D. (2012) ‘Emotional design in multimedia learning’, Journal of Educational Psychology, 104(2), pp. 485–498.
University of the Arts London (n.d.) Inclusive Teaching and Learning Framework. Available at: https://www.arts.ac.uk/about-ual/learning-and-teaching/teaching-and-learning-exchange/inclusive-teaching-and-learning (Accessed: 12 December 2025).
Wood, D., Bruner, J.S. and Ross, G. (1976) ‘The role of tutoring in problem solving’, Journal of Child Psychology and Psychiatry, 17(2), pp. 89–100.
Bodea, A. (2026) Demographic Profile of Student Survey Participants.
Bodea, A. (2025) Digital Journeys 1.2 – QUICK SEARCH & ROADMAP (Dark Mode): Working Prototype with Interactive Elements.
Bodea, A. (2025) Digital Journeys 1.2 – QUICK SEARCH: Working Prototype with Interactive Elements.
Bodea, A. (2025) Digital Journeys 1.2 – ROADMAP: Working Prototype with Interactive Elements.
Bodea, A. (2025) Digital Journeys ARP Cycle. Original visual composition developed by the author, based on an adapted Adobe Stock infographic template: Infographic design template with place for your data (Adobe Stock ID: 438815703). Available at: https://stock.adobe.com/uk/images/infographic-design-template-with-place-for-your-data-vector-illustration/438815703 (Accessed: 2025).
Bodea, A. (2025) Digital Journeys Introduction Video (04:45).
Bodea, A. (2025) Digital Journeys QUICK SEARCH 1.0 – Mock-up.
Bodea, A. (2025) Digital Journeys ROADMAP – Original Colour Version.
Bodea, A. (2025) Digital Journeys ROADMAP – Simulated View for Red–Green Colour Vision Deficiency (Protanopia). Simulated using Color Oracle.
Bodea, A. (2025) Digital Journeys ROADMAP 1.0 – Mock-up.
Bodea, A. (2025) Digital Journeys: Design and Interaction Assets Plan.
Bodea, A. (2026) Distribution of Staff Digital Expertise and Roles.
Bodea, A. (2026) Staff Perceptions of Digital Journeys (Likert-Scale Findings).
Bodea, A. (2026) Staff Word Cloud: Language Patterns in Open-Ended Responses.
Bodea, A. (2026) Student Confidence, Perceived Usefulness, and Intended Use of Digital Journeys.
Bodea, A. (2026) Student Word Cloud: Language Patterns in Open-Ended Responses.
Bodea, A. (2026) Thematic Analysis Heatmap: Comparative Theme Prominence Across Student and Staff Data.
This section discusses the key patterns identified across the student and staff survey data, drawing connections between quantitative trends, qualitative themes, and visual analysis. Both students and staff received a video demonstration of Digital Journeys (which can be watched here) and were asked to complete a survey (which can be viewed here – student – staff)
Student nr: 16
Staff nr: 15
The student demographic shows a majority of respondents from the Fashion Business School and earlier years of study. This helps explain the strong emphasis on software literacy and workflow clarity: many respondents are not design specialists and are encountering creative software as part of broader project requirements.

fig. 1 Demographic Profile of Student Survey Participants
The confidence–usefulness–use intent chart also allows comparison between students with English as a first language (1st) and those with English as a second language (2nd), revealing an accessibility-related pattern.
This pattern indicates that Digital Journeys may function as an inclusive support tool, helping to mitigate linguistic and technical barriers rather than reinforcing them. As one student commented:
“Sometimes you do not know what you don’t know even exists.”
The visual contrast between confidence levels and use intent reinforces the importance of clear, visual, and structured guidance in supporting diverse student cohorts.

fig. 2 Student Confidence, Perceived Usefulness, and Intended Use of Digital Journeys
The staff expertise infographic shows a wide range of digital specialisms across the team.

fig. 3 Distribution of Staff Digital Expertise and Roles information
The staff Likert-scale responses indicate a broadly shared perception of Digital Journeys as a useful and practical response to recurring digital workflow issues encountered in teaching and technical support.
Several patterns are visible when the responses are considered together:

fig. 4 Staff Perceptions of Digital Journeys (Likert-Scale Findings)
The comparative heatmap synthesises the themes generated through coding open ended responses and visualises their relative prominence across student and staff datasets. As Braun and Clarke emphasise, themes are not summaries of topics but “patterns of shared meaning, underpinned by a central organising concept” constructed through interpretation (Braun and Clarke, 2021).

fig. 5 Thematic Analysis Heatmap: Comparative Theme Prominence Across Student and Staff Data
Both students and staff strongly align around Clarifying Digital Workflows and Affirming the Value of the Resource.
This shared emphasis reflects a common recognition that uncertainty around digital process is structural rather than individual.
This is supported by student and staff comments, for example:
This cross-group validation suggests that Digital Journeys is perceived as a legitimate pedagogical tool rather than a remedial support.
Differences in thematic prominence reveal contrasting priorities rather than disagreement.
One student noted that design skills felt “optional” within their course, highlighting misalignment between assessment structures and digital expectations:
‘In my course, I wasn’t really aware of where I needed design skills in the assignments and so it wasn’t clear what I should try to learn. The design side felt optional/not a priority which is a pity’
The side-by-side word clouds visualise the most frequently used terms (top 20) in student and staff open-ended responses, offering a language-based view of how each group frames Digital Journeys and the challenges it addresses.


fig. 6 Staff Word Cloud and fig 7 Student Word Cloud: Language Patterns in Open-Ended Responses
Both word clouds prominently feature terms such as software, workflow, Adobe, tool, tutorial, and visual.
The student word cloud is characterised by terms linked to task break-down (Roadmap resource), clarity, and task execution.
Overall, students’ language foregrounds immediacy and usability, progression emphasising how the resource supports action and confidence within live projects.
In contrast, the staff word cloud places greater emphasis on pedagogical and institutional concerns.
Viewed together, the word clouds highlight a productive distinction:
This contrast does not indicate disagreement, but rather reflects different roles within the learning environment. The word clouds therefore act as a visual synthesis of the findings, reinforcing how Digital Journeys bridges student experience and staff pedagogical intent.
This project demonstrates how visual thinking can operate as a form of pedagogy. By redesigning creative software learning as a navigable, visual journey, Digital Journeys makes decision-making visible, confidence teachable, and complexity manageable. It positions design not as surface treatment, but as a strategic tool for shaping understanding, equity, and agency within fashion education’s increasingly digital landscape.
Braun, V. and Clarke, V. (2021) Thematic analysis: A practical guide. London: SAGE.
Fig. 1
Bodea, A. (2026) Demographic Profile of Student Survey Participants
Fig. 2
Bodea, A. (2026) Student Confidence, Perceived Usefulness, and Intended Use of Digital Journeys
Fig. 3
Bodea, A. (2026) Distribution of Staff Digital Expertise and Roles. Author’s original visualisation.
Fig. 4
Bodea, A. (2026) Staff Perceptions of Digital Journeys (Likert-Scale Findings). Author’s original visualisation.
Fig. 5
Bodea, A. (2026) Thematic Analysis Heatmap: Comparative Theme Prominence Across Student and Staff Data.
Fig. 6
Bodea, A. (2026) Staff Word Cloud: Language Patterns in Open-Ended Responses. Author’s original visualisation.
Fig. 7
Bodea, A. (2026) Student Word Cloud: Language Patterns in Open-Ended Responses. Author’s original visualisation.