Why I Built This:
When I first learned about branching scenarios, something clicked for me that I hadn’t seen other eLearning developers execute: visually compelling, philosophically rich thought experiments. I studied Moral Philosophy in my undergrad and became obsessed with ethical dilemmas. Naturally, I decided to build an ethics course about technology. Think The Trolley Problem, only I wanted to pose questions about the growing reliance on AI and its implications by employing Instructional Design strategies.
An opportunity came up through my Master’s program to attend DevLearn and compete in DemoFest, so it was time to start building my concept. I designed and developed a course in Storyline called The Agency Algorithm that confronts learners with issues regarding three main topics: algorithmic warfare (The Armory), AI assisted resource allocation (The Triage Garden), and surveillance (The Mask Archive).
The Experience & Design Intent: A quick walkthrough of the multi-room experience.
The Agency Algorithm is a multi-room interactive learning experience that blends instructional design, game-like mechanics, and philosophical inquiry. It immerses learners in ethically complex scenarios by leveraging branching logic, and integrating experiential aesthetics with conceptual depth. My primary goal with this project was to encourage critical reflection on the role of technology on human agency and autonomous choice.
The concept itself was pretty clear to me, but I wanted to push the limits of Storyline visually, so I acquired a number of 3D assets from Adobe Stock, some of which I further modified in Adobe Dimension. I wanted the visuals to anchor the learner in a unique environment that did not feel reminiscent of traditional eLearning, and rather create space to explore and feel like a participant in something unfolding. There aren’t often black and white answers to ethical questions, and branching scenarios are an excellent way to illustrate this while offering learners a safe place to experiment and think through various outcomes based on their decision making.
Visual Worldbuilding/Making It Not Feel Like eLearning:
Initially, I intended to hand draw assets myself to really hone in on the human vs AI dynamic, but quickly realized the time I’d have to accomplish this was dwindling. While I drafted a few loose concepts in my journal, I ultimately decided to stick with digital assets. While I landed on 3D assets largely due to time constraints, the outcome is reminiscent of an old experimental video game or some sort of immersive idea gallery. As an artist, I often approach my work from a minimalist lens so this project was a fun way to really add some artistry that corporate training often doesn’t have room for.
Variables, Multi-state objects, Cue points, and other mechanics:
I relied heavily on multi-state objects to create hover states, “tip” cards, text labels, and more, for example in the circuits with definition reveals. I enjoyed building the “loading” effect in the Mask Archive, although it was a bit clunky and took a lot of trial and error! I learned a lot along the way and used a cue point on an orb with a glow effect beneath the mask and used triggers to cause the effect to work.
The course overall has a few hundred triggers (slide, object, and variable triggers) and somewhere around 40 variables (mostly T/F variables).
What I learned:
I think it is important that we don’t hand-hold learners through every learning experience. I want users to think through complex challenges and autonomously choose and feel like a true agent in the process of acquiring knowledge. A lot of eLearning makes it too easy for the learner and we lose engagement when we undermine the intelligence of our audience.
I learned SO much about how to leverage Storyline in new ways. I am still a relatively new user to the tool, so this project allowed me to freely explore and be guided by curiosity.
Link to my portfolio: https://www.abigailvettese.com/