Interactive Product Design · 2019–2020
A Certificate People Actually Finished
Interactive learning product design with Storyline, gamification & analytics
Context
At a media/education company, I built courses and certificate programs using Storyline, Captivate, and video-based tools, partnering with subject-matter experts to shape the deliverables.
Problem
Content-heavy online courses are easy to start and easy to abandon. The design challenge was engagement and completion: how do you turn passive material into an interactive product people move through and complete?
Constraints
- Authoring-tool capabilities (Storyline/Captivate) set the interaction boundaries.
- SME material arrived as expertise, not yet as designed learning.
- Engagement had to be measurable, not assumed.
Approach
- Turned SME content into interaction: decisions, scenarios, and feedback loops instead of linear reading.
- Applied gamification deliberately (progress, meaningful feedback, momentum) rather than points for their own sake.
- Used learning analytics and structured review cycles to find drop-off and iterate on the weak points.
- Designed assessment as part of the experience, not a bolt-on at the end.
Key decisions
- Engagement mechanics had to serve comprehension — cut anything that was engagement theater.
- Let the data, not opinion, decide which sections got reworked.
- Kept interactions accessible and operable rather than flashy-but-exclusionary.
Use of AI
Predates my current AI-assisted workflow, but it established the habit that carries into it: instrument the experience, read the evidence, and iterate — the same loop I now run faster with AI assistance.
Accessibility & ethics
Built interactions to be operable and understandable (clear feedback, readable pacing, keyboard/operability considerations) so engagement features didn’t exclude anyone.
Outcome
- Interactive courses and certificate programs shipped with engagement and evidence-based iteration built in.
- Analytics-driven review cycles that improved course effectiveness over time. [add metric: e.g., completion lift if known]
Reflection
Gamification is a means, not an end. The completions came from mechanics that made comprehension feel like progress — and from being willing to let the data change the design.