What is SX Design
The migration dynamics of students learning experience determines the changes in the complexity of the task during the learning challenge and the number of SX design cycles or iterations.
By discussing recent teaching and learning methods and models, we can notice that all of them are united by the idea that the basic cornerstone of learning design is human-oriented design and contains the basic elements and methods of UX design. The proposed new discipline of UX Design Student Experience Design (SX Design or SXD) compared with LX Design, ID and LxD, includes a number of concepts that can help SX designer more effective design learning experience. It includes an idea of a student's “persona”, the student's learning requirements, the dynamics of their abilities and skills during learning experience and classification of student level. These concepts are a prerequisite for both curriculum design, tasks and assignments development and clarification. The migration dynamics of students learning experience determines the change in the complexity of the task during the learning challenge and the number of SX design cycles or iterations.
For better understanding of these concepts, let's refer to Alan Cooper's “Designing for Three Levels of Experience” basic three design rules in UX designs, based on a rugged curve where users depend on the demands of digital output users (Fig.1)*:

Fig 1. By Alan Cooper & all "About Face" 4th Edition

“Designing for Three Levels of Experience
In designing digital products, our goal should be neither to pander to beginners (since they don’t stay beginners for long) nor to rush intermediates into expertise. Our approach should be threefold:
To rapidly and painlessly move beginners into intermediacy
To avoid putting obstacles in the way of intermediates who want to become experts
Most of all, to keep perpetual intermediates happy as they move around the middle of the skill spectrum
We need to spend more time making our products powerful and easy to use for perpetual intermediate users. We must accommodate beginners and experts too, but not to the discomfort of the largest segment of users. “[1].
Based on the fact that students of any digital product are also users, we can apply these principles to SX design. At the start of the training, all students are in the range of beginner and the dynamics of their abilities and skills during learning experience will also be recorded in the form of a this curve (Fig.1). Consequently, all students can be classed according to their learning experience by three range or introduce three types of learners: beginners, intermediates and skilled (experts). Therefore, we can apply UX design basic design rules for the above three levels of experience design into SX design. and we have to create separate "personas" for each type of appropriate students. In addition, these principles can also be used to build three modal assignments or tasks for beginners, intermediaries and experts. Design of these assignments can be done on the basis of the appropriate range, which is built on the basis of demands of specific students and their learning experience.

Creating three-modal assignments and tasks
The sequential steps for designing the SX Design are shown in Figure 2. Cycle begins with the initial selection assignment or task, allowing to classify students by their abilities and skills, and then create "personas" for the appropriate level of student. These "personas" are, in essence, determined by the degree of complexity of the tasks being designed. Conducting and testing the task assignments prototypes makes it possible to finalize its final correction and then create three-modal assignments for beginners, intermediaries and experts. This cycle can be synchronized and replicated prior to the satisfaction of all student learning requirements or the final perception of the subject being taught.

Fig.2. SX design cycle for achieving best learning experience.

SX Design Principles
Based on this idea, we recommend using the following SX design principles for design student learning experiences on the basis of demands of specific students and their learning experience.
1. SX design is a student-oriented design that helps to enhance and correct the learning experience and curriculum.
2. SX design helps to design correctly both the assignments and tasks.
3. SX design enables to classify up students to three types: beginner, intermediate and experts.
4. SX design "personas" are created from different groups or types of students that determine the main objectives of the learning experience and there demands to given assignments.
5. The "personas" for the student is defined by the students included in that group, classroom, or certain educational institution.
6. Regular testing of students' knowledge and skill must be used to determine the severity of the assignments for the type of student concerned.
7 The initial selection assignment or task is given at the beginning of the training sessions and aims to identify beginners, intermediate and experts students in the given group.
8. Initial assignments and tasks complexity should be optimized for students with a medium skill or intermediates
9. The level of complexity of the priorities should be matched to the student's skills and knowledge.
10.The migration dynamics of students learning experience determines the changes in the complexity of the task during the learning challenge and the number of SX design cycles or iterations.

SXD Assignment Performance and Assessment Model
In the SX design teaching without grading is an opportunity that avoids stressful situations between learners and teachers and motivates students not only with high appreciation but also with the enrichment of their personal knowledge.
The proposed model estimates the number of assignments performed, the final result of which is its level of knowledge and capabilities. As a result of the learning process, learners are divided into three groups, beginner, intermediates and experts, respectively, which express their skills and abilities. The overweight progress begins with the Initial Selection Assignment, which outlines a three-modal assignment and contains of three level complexity different assignments. The distribution of students by groups is determined by the number of performed assignments.
“Group A” - 3 performed assignments
“Group B” - 2 performed assignments
“Group G” - 1 performed assignments
At each successive phase, each group is assigned an assignment that is relevant to that group separately. Performing two successive assignments enables the student to climb the next group. In the case of one task, the student keeps his place in that group, and if the task fails, the machine automatically drops to a low level. The maximum number of steps can be determined according to the teacher's discretion, which determines the number of passages from the group to students. At the end of all assignments, the student's belonging to that group will define a student as a beginner, intermediates, or expert person who will fit in an existing assessment system to a satisfactory, good or high score.

Fig.3. SXD Assignment Flow Chart

​​​​​​​Percentage criteria for the evaluation system for 8-20 units
The percentage of student performance in different groups can be assessed according to the criteria of the assessment. If, for example, “Group A” is evaluated in the range of 18-20, interest rates may be expressed as follows:
Total percentage of all assignments performed in Group A: 100% - 20 points
Total percentage of all assignments performed in “Group A:  90% - 19 points
Total percentage of all assignments performed in “Group A:  80% - 18 points
Total percentage of all assignments performed in “Group B”:  70% - 17 points
Total percentage of all assignments performed in “Group C: 30% - 8 points

Percentage criteria for a five-point assessment system
Total percentage of all assignments performed in “Group A”: 100-80% - 5 points
Total percentage of all assignments performed in “Group B”:  80-70% - 4 points
Total percentage of all assignments performed in “Group C:  70-30% - 3 points

SXD Assignment Estimation Survey
The survey for the SXD Assignment Estimation which has been developed and adapted to assess the overall impression of the student experience on the given task, and is expressed in the usability classic concepts, attraction, comprehension, promotion and novelty that expresses his knowledge and emotional attitude to the given assignment has been formed on the basis and modification of User Experience Questionnaire proposed by the UEQ Team for measuring the User Experience of Interactive products. This student's attitude to the proposed assignment can justify his level of knowledge and skills. Compatible with the Bloom Taxonomy six definitions, which are, remembering, understanding, applying, analyzing, evaluating, and creating enables the student to acquire a more complete picture of the mental abilities of the proposed assignment. In addition, this questionnaire gives the student the opportunity to self-assess his knowledge of the subject.
The survey consists of three sections:
The first section contains a list of contradictory concepts that have to choose their attitude, preferring one or another definition. These contradictory definitions are included in three subgroups and describe classical concepts of usability
Attractiveness - The general imprint of the proposal. A student likes or dislikes it
Perspicuity - Is it easy to understand the task and how to solve it?
Simulation - Is it interesting and fun to solve the challenge?
Novelty - Is it a creative job and meets the needs of the beneficiary?
The second section contains the definitions of Blooms Taxonomy. They are: remembering, understanding, applying, analyzing, evaluating and creating. Here,  the student has the opportunity to perform self-assessment as bad, good or excellent.
In the third section, a student performs a self-assessment of his level of knowledge by setting himself as a beginner, intermediate or a expert user, with an expanded definition of Bloom’s Taxonomy levels that describe each level.
SXD Assignment Survey example created for estimating assignment given during Adobe Illustrator learning course.

SXD Persona
The findings of our research suggest that the SXD Persona should include the student's cognitive and emotional characteristics. These include the level of knowledge he/she possesses, the person's characteristics, and his/her personal information.
For the description of our knowledge, we have used Revised Bloom’s Taxonomy Action
Verbs and its six definitions (Anderson, L. W., & Krathwohl, D. R. (2001), Boston, MA: Allyn and Bacon).
1. Remembering 
Exhibit memory of previously learned material by recalling facts, terms, basic concepts, and 
answers.
2. Understanding
Demonstrate understanding of facts and ideas by organizing, comparing, translating, interpreting, 
giving descriptions, and stating main ideas.
3. Applying
Solve problems to new situations by applying acquired knowledge, facts, techniques and rules in a different way.
4. Analysing 
Examine and break information into parts by identifying motives or causes.  Make inferences and find evidence to support generalizations. 
5. Estimating
Present and defend opinions by making judgments about information, validity of ideas, or quality of work based on a set of criteria.   
6. Creating
Compile information together in a different way by combining elements in a new pattern or proposing alternative solutions. 
Here you can review SXD Persona template that has been created for training Adobe Product in the field of Graphic Design

SX Design Perspectives
The inclusion of modern information technologies in the education sector will eventually lead to automated learning, which may be based on student experience design principles. The main purpose of the SX design is to determine the sophistication of the assignments or tasks in a given student's abilities, the final use of which must be preceded by the development and testing of the assignment or task prototype. SX design will allow increasing the effectiveness of the learning process in a given classroom based on student-oriented designs, using the "persona" and using tree-modal assignments model.

Reference:
*About Face: The Essentials of Interaction Design 4th Edition by Alan Cooper, Robert Reimann, David Cronin, Christopher Noessel Published by John Wiley & Sons, Inc., Indianapolis, Indiana