The Problem

A gap in the industry - many novice instructional designers jump straight into development, bypassing the critical investigative work required to identify the root cause of the performance issue.

There is a pervasive tendency to treat training as a "magic bandage." When a new software rollout stalls or performance dips, the immediate instinct is to "build a course." However, without a proper diagnosis, we often treat the symptom rather than the underlying cause.

The Mission

My goal was to create an immersive simulation that shifts the mindset from production to analysis. I wanted to demonstrate that an Instructional Designer’s first job is not to build, but to listen. By placing the learner in the shoes of a detective, this project validates the importance of a thorough Needs Analysis. The objective was to teach designers that sometimes, the best solution isn't a course at all—it might be a job aid, a policy change, or an environment fix.

The Process

Gamifying the Task Analysis. I utilized Articulate Storyline to build a branching scenario where the learner acts as a lead detective on a "botched" software rollout. Instead of reading about task analysis, the learner must actively perform it. They interview "suspects" (stakeholders and employees), gather "evidence" (performance data and environmental factors), and distinguish between red herrings and actual performance gaps. The logic of the game mirrors the Gilbert’s Behavior Engineering Model, forcing the learner to categorize issues into knowledge gaps vs. environmental barriers.

The Outcome

Evidence-Based Solutions. The project culminates not in a quiz, but in a strategic recommendation. Depending on the clues gathered, the learner realizes that the software rollout didn't fail because people didn't know how to use it, but because of a lack of incentives or conflicting workflows. This artifact demonstrates my ability to design complex branching logic and my commitment to solving the right problem, saving organizations time and money by avoiding unnecessary training development.

The Retrospective

Refining the Craft. I believe that in Instructional Design, the work shouldn't end at "publish." Reflection is the engine of growth, regardless of experience level. Since this was an independent passion project created to support the new ID community, it was launched without the formal stakeholder feedback loops I utilize in corporate settings. Reviewing it now with fresh eyes, I have identified specific areas for "Version 2.0." To improve immersion, I would resolve the visual inconsistency between characters (Rowan and Noreen) by embedding a single, custom-filmed video avatar throughout the course. I would also tighten the pacing by editing the dialogue videos to be more concise and introducing greater variation in the text design to keep the visual journey fresh. Identifying these opportunities for refinement demonstrates that I am not just a creator but a strategist committed to constant improvement.

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Project Management Showcase