Frameworks

The ADDIE model of instructional design

ADDIE is a five-phase process for building training: Analysis, Design, Development, Implementation, Evaluation. It is less a theory of learning than a list of the questions a programme has to answer before it exists. Its strength is that it stops you producing content before you know what problem you are solving. Its weakness is that, followed literally, it can bury months of work before a single learner sees anything.

ADDIE grew out of instructional systems development work done for the United States military in the 1970s, much of it at Florida State University. The acronym itself has no clear author. When the instructional design researcher Michael Molenda went looking for its origin in the early 2000s, he found no founding paper and no original diagram: the label had spread through practice and textbooks until everyone assumed someone else had invented it. That is worth knowing, because it explains why every organisation's ADDIE looks slightly different and why none of them is the official one.

The five phases at a glance

PhaseThe question it answersWhat you should hold at the end
AnalysisIs training the right answer, and for whom?A written problem statement, an audience profile, an agreed measure
DesignWhat will people do, and how will we see it?Observable objectives, session flow, the assessment itself
DevelopmentWhat are the actual materials?Exercises, facilitator guide, handouts, a tested prototype
ImplementationHow does it hold up in a real room?A pilot behind you, prepared facilitators, briefed managers
EvaluationDid anything change?Evidence of reaction, learning and on-the-job behaviour

Analysis: the phase everyone shortens

Most failed programmes were doomed in analysis, usually because it barely happened. Somebody senior asks for a course on communication and design starts that afternoon. Nobody asks what people are doing now that they should stop doing.

Analysis has one job: turn a request into a problem you can test. "Improve communication" is not testable. "Team leads avoid raising a missed deadline with a peer until the deadline has already passed" is.

Questions to answer before you design anything

Design: decide the ending first

Design is where you write the objectives and the assessment that proves them, in that order, before touching materials. Work backwards: start from the observable end state and reason back to the first activity.

Weak objectives use verbs you cannot see. Understand. Appreciate. Be aware of. Strong objectives use verbs you can watch: give, decline, escalate, summarise, challenge, hand over.

  1. Write each outcome as a visible behaviour. "Give corrective feedback using a specific example and an agreed next step" beats "understand feedback models".
  2. Decide how each outcome gets practised. If an objective has no moment where someone does it, cut the objective or build the moment.
  3. Sequence for difficulty and for exposure. Low-stakes practice comes before anything that puts a person on show in front of their own manager.
  4. Budget time honestly. Debriefs run longer than the activities that feed them, so halve the content while it is still cheap to halve.
  5. Write the follow-up measure now, while the objectives are fresh, not after delivery when nobody has the appetite for it.

If you cannot say what a learner will be doing in minute forty of the session, you have written a topic list, not a design.

Development: build the cheapest version that can fail

Development is production: exercises, briefs, facilitator guides, slides, scoring sheets. The failure mode here is polish. Teams finish beautiful materials, then discover on the first run that the central exercise does not produce the conversation it was built for.

Implementation: the pilot is not optional

Implementation covers the pilot, facilitator preparation, logistics and the first live cohorts. Most organisations treat it as delivery. It is really the last and best test of the design.

Run the pilot with a friendly group and a genuine observer, then change something. A pilot that changes nothing was not a pilot, it was a rehearsal.

Evaluation: the phase that gets cut

Evaluation is the phase organisations say they value and rarely fund. The common language for it is Donald Kirkpatrick's four levels, set out in the late 1950s: reaction, learning, behaviour and results. Most programmes stop at the first, because a feedback form is cheap and evidence of behaviour change is not.

  1. Reaction. Did they find it useful? Ask about usefulness and intention to apply, not enjoyment. Enjoyment predicts very little.
  2. Learning. Can they do it now? Watch the final practice round rather than issuing a quiz.
  3. Behaviour. Are they doing it at work? This needs a check four to eight weeks later, usually through the manager.
  4. Results. Did the original problem move? Only credible if you agreed the measure back in analysis.

Putting evaluation last is the most misleading thing about the ADDIE diagram. Formative evaluation belongs in every phase: test the analysis on a sceptical manager, the design on a colleague who will argue with it, the materials on a pilot group. Only the summative judgement comes at the end.

Where the model breaks down

  1. It reads as sequential and rarely is. The tidy five-box diagram implies each phase closes before the next opens. Real projects loop backwards: development exposes a vague objective, implementation exposes a lazy analysis.
  2. Run as a waterfall, it is slow. Long analysis and design phases push first learner contact months out, by which point the business problem has often moved. That gap is what the Successive Approximation Model, associated with Michael Allen, was built to answer: short cycles, prototypes early.
  3. It says nothing about how people learn. ADDIE is a project process, not a learning theory. It will happily help you build a well-documented lecture that changes nobody's behaviour. The decisions that matter come from elsewhere: practice, feedback, spacing, experiential learning.
  4. It has no canonical version, and it invites over-documentation. With no founding source, ADDIE means whatever your template says, and in a small team the paperwork can cost more than the training. The phases are questions to answer, not documents to produce.

How ADDIE compares with the alternatives

ModelWhat it isWhen it earns its keep
ADDIEFive-phase design and delivery processLarge, regulated or handover-heavy programmes where documentation matters
Successive Approximation Model (SAM)Iterative prototype and review cyclesUnclear requirements, small teams who can build and test in the same week
Dick and CareyA detailed systems model of instruction, first published in the late 1970sFormal design work where each step needs explicit justification
Kirkpatrick's four levelsAn evaluation framework, not a design processBolt onto any of the above to answer whether it worked

Running ADDIE without freezing

  1. Timebox analysis to about a week of real effort. Interview five people, watch the work if you can, write one page.
  2. Design one session properly rather than sketching a whole curriculum. Curricula written before the first session runs are mostly guesswork.
  3. Prototype the hardest exercise first. If it fails, everything downstream of it changes anyway.
  4. Book the eight-week follow-up in the same email as the session. Evaluation scheduled later is evaluation that does not happen.

The phase ADDIE describes least well is the one that decides everything: what happens in the room. A design can pass every review and still fail because the exercise produces polite agreement instead of friction, or because the debrief ran out of time just as it got interesting. That is why experiential sessions get prototyped on real groups early and then keep changing. You learn what a design teaches by watching people do it under pressure. Analysis tells you what should change; practice and an honest debrief are what change it.

Tour De Force runs this as live, experiential training for teams worldwide — online and in person. Talk to us, or play Gamified learning appsThe Weekly Challenge to see the method in ten minutes.

Questions

The ADDIE model of instructional design FAQs

What does ADDIE stand for?

Analysis, Design, Development, Implementation and Evaluation. Each phase answers one question: whether training is the right fix, what learners should be able to do, what the materials are, how it holds up in a live room, and whether anything actually changed afterwards. The five phases work as a checklist rather than a strict sequence.

Who created the ADDIE model?

No single person. It grew out of instructional systems development work carried out for the United States military in the 1970s, much of it at Florida State University. The acronym itself has no traceable founding document. Researcher Michael Molenda looked for the original source in the early 2000s and concluded the label spread informally through practice and textbooks.

What is the difference between ADDIE and SAM?

ADDIE moves through five phases with clear deliverables at each, which suits large or regulated programmes. SAM, the Successive Approximation Model associated with Michael Allen, replaces that sequence with short iterative cycles: prototype early, review with real users, revise. Choose ADDIE when requirements are stable and sign-off matters, SAM when they are not yet clear.

What is the difference between ADDIE and Kirkpatrick's model?

They do different jobs. ADDIE is a process for designing and delivering training across five phases. Kirkpatrick's four levels are a way of evaluating it: reaction, learning, behaviour and results. Kirkpatrick fits inside ADDIE's evaluation phase, and the measures should be agreed during analysis rather than invented after delivery.

Is the ADDIE model outdated?

It is dated in presentation, not in substance. The questions each phase asks are still the right ones. What has aged badly is running it as a strict waterfall, with months of analysis and design before anyone sees a prototype. Most teams now loop between phases, prototype early and pilot before the materials are finished.

How do I use ADDIE for a single one-day workshop?

Compress it. Spend a week on analysis: five conversations and a one-page problem statement. Spend a day on design, writing three observable outcomes and the practice moments that prove them. Prototype the hardest exercise with colleagues, pilot with a friendly group, then run a manager check-in about two months later.

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