Methodology
Behaviour Change
Methods Rooted in
Our Unique Approach
E-learning ticks the L&D box. We change how teams actually think, decide and act, with the data to prove it.
Updated October 2026
How a Sidestream programme is built. Diagnose what needs to change, rehearse it with professional actors, embed it in daily work. Rehearsal is the core step; the other two make sure it changes the right thing and that it lasts. The six phases of a full engagement, from first call to measurement, are on the client journey page.
Sidestream's own description of its method, not a research finding.
Got a specific challenge in mind? A 30-minute call gives you a clearer answer than the website ever could.
Book a Free CallThe Training Iceberg
Most L&D Only Sees
The Tip
The four levels of training impact (Kirkpatrick, 1959) form an iceberg. Above the waterline sits everything most organisations actually measure: did they enjoy it? and can they pass a quiz? Below sits everything that matters to the business: did anyone change how they behave? and did the result move?
Most L&D programmes never go below the waterline, not because the levels are unknown, but because reaching them is genuinely hard. This is precisely where Sidestream operates.
Post-Event Survey Smiley sheets that measure mood, not change
Memory Test Knowledge checks that fade within days
Change Evidence-based cognitive tools that genuinely shift how people think and act
Simulations Visceral experiences that go under the skin and stay there
↓ Most L&D stops at Level 1–2. Sidestream goes deeper. ↓
The Problem
The Training That Nobody Learns From
Every year the budget gets spent. A slideshow goes up. A box gets ticked. The employee clicks through it on Friday afternoon. Something goes wrong on Tuesday, and someone shrugs, "But they passed the module."
The content wasn't wrong. The training failed because nobody felt anything, and that's the part most consultancies skip. See what works instead.
Research Foundations
Organisational Psychology
and Behavioural Science
Sidestream, co-founded by organisational psychologist Ben Laumann, applies the study of how people behave at work to one question: what makes a new behaviour show up on the job? Our answer rests on five decades of peer-reviewed behavioural science, put to work in a context most consultancies cannot reach: live, theatre-based simulation. The team behind the method is introduced on our about Sidestream page. Every intervention draws on the frameworks below.
Kirkpatrick's Four Levels
of Training Evaluation
Donald Kirkpatrick's 1959 model is still the gold standard for measuring training impact: Reaction → Learning → Behaviour → Results. Our iceberg is built on it. 93% of organisations collect satisfaction data, but only 30% can turn learning data into business decisions (ATD Research, The Future of Evaluating Learning and Measuring Impact, April 2025, n = 277), yet only Levels 3 and 4 predict business outcomes. How to measure behaviour change →
Edmondson's
Psychological Safety
Amy Edmondson's (Harvard) construct, "a shared belief that the team is safe for interpersonal risk-taking", explains why some teams learn from mistakes and others bury them. Google's Project Aristotle later identified it as the #1 predictor of team performance across 180 internal teams. Our simulations rebuild it through enacted experience, not posters. Read more about psychological safety training →
COM-B Model &
Behaviour Change Wheel
Susan Michie's (UCL) framework defines behaviour as a function of Capability, Opportunity and Motivation. Cited in over 11,000 peer-reviewed studies, it is the foundation of UK Public Health behaviour-change strategy. Our diagnostics map every intervention to a specific COM-B target. The COM-B model explained →
Kolb's Experiential
Learning Cycle
Real adult learning moves through four stages: Concrete Experience → Reflective Observation → Abstract Conceptualisation → Active Experimentation. Our immersive events deliberately drive participants through every stage in a single session, something e-learning literally cannot do.
Ericsson's Deliberate
Practice Theory
Performance gains come from focused, feedback-rich repetition, not exposure. Anders Ericsson's research on world-class performers showed specific, immediate feedback in realistic conditions is what separates elite performance from average. Every Sidestream simulation is engineered for deliberate practice.
Roediger & Karpicke's
Testing Effect
Active retrieval beats passive review. Roediger and Karpicke's landmark study showed that being tested on material increases long-term retention by 50% compared to re-reading. Our scenario-based simulations function as continuous high-stakes retrieval, which is why the learning sticks.
Sidestream measures observed behaviour at Level 3, not the smile sheet. Level 3 as the minimum, Level 4 where the brief allows.
Source: Kirkpatrick, J. and Kirkpatrick, W. K. (2016), Kirkpatrick's Four Levels of Training Evaluation. Measurement commitment: Sidestream's own method description, not a research finding.
Behaviour (B) happens when three conditions come together: Capability, Opportunity and Motivation. Each splits in two (physical and psychological, physical and social, reflective and automatic).
Source: Michie, S., van Stralen, M. M. and West, R. (2011), Implementation Science 6, 42. Full text on PubMed Central. Redrawn by Sidestream.
L&D's Hidden ROI
For ambitious organisations and high-performing teams, the question isn't whether to invest in development. It's whether your method actually moves Levels 3 and 4. See how we work with companies →
Our Philosophy
Three Core Principles
Where organisational psychology, management science and immersive theatre meet.
Change comes from lived experience, not passive viewing. Our simulations test real behaviours in real time, creating visceral moments no e-learning module can replicate.
Transformation demands immersion, not observation. High-stakes scenarios rooted in behavioural science and theatre, where people experiment and evolve under real pressure.
Lasting change isn't a quick fix. Evidence-based psychological tools, behavioural reinforcement and strategic follow-ups turn insights into habits that stick.
What Participants Experience
Inside the Simulation
The Numbers Behind the Method
What the Research Shows
Google re:Work / Project Aristotle (2015)
McKinsey Transformation Research
Gallup, State of the Global Workplace 2026
Rehearsal against the two passive formats, as Cohen's d. Randomised 2020 UCL study by co-founder Ben Laumann, n = 57: delivery of the SBI feedback model, rated blind by two independent assessors. The rehearsal condition was an online coaching session of at most 20 minutes with a role-play coach, so the study tests the principle behind the method, not today's programme. No percentage is quoted because the study reports effect sizes, not percentages.
Source: Laumann, B. (2020), Active vs. passive L&D: differences between modalities for effective L&D in communicational competence, PSYCH0056, University College London, unpublished. Cohen's d = 1.08 (practice vs video) and 0.75 (practice vs slideshow); slideshow vs video not significant, p = .838. Full account and limits: our research page.
Independent recognition from the CorpComms Awards and a Goldsmiths commendation: immersive experiences drive measurably deeper change than any passive method.
In summary: our behaviour change approach
Our behaviour change approach starts where most L&D stops. Built on Kirkpatrick's four levels, COM-B, deliberate practice and immersive simulation, the method targets Levels 3 and 4, observable behaviour and results, rather than reaction and recall. Every intervention is anchored in peer-reviewed behaviour-change science, not buzzwords. For HR and L&D teams planning a programme, see our behaviour change training guide.
- Most training measures enjoyment and quiz scores; we design for behaviour that actually shifts at work.
- Six research frameworks, from Kirkpatrick to Roediger and Karpicke, underpin how we work.
- Change comes from active doing under pressure, immersion and sustained follow-up, not passive viewing.
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