This scenario-based eLearning experience created in Articulate Storyline solves the problem of inaccurately sorted recyclables that contaminate the recycling process.
Recycling guidelines vary widely from one place to another. Inconsistencies about what can be recycled frequently confuse consumers and lead to improper disposal and contamination of recyclable materials.
This is a concept project that could be used to help educate residents about the distinctive regulations for recycling in a particular municipality. A story-based, interactive drag-and-drop scenario mimics the real-life experience of contemplating whether or not an item is recyclable, without the risk of contaminating the recycling stream by improperly sorting waste products. This process builds awareness and accuracy, thus enhancing the effectiveness of local recycling efforts.
I employed the Successive Approximation Model to evaluate, design, and develop the interaction. Several cycles of iteration, based on user feedback, are reflected in the final project.
After establishing the problem, I identified which disposable materials create the most confusion, using myself as the Subject Matter Expert, based on my experience of recently moving to a new location with different recycling protocols. I created an infographic in Canva to organize my research and determine which disposable items I would highlight in my training interaction.
Next, I established my desired outcomes, relying on Bloom's Taxonomy and SMART Criteria:
By the end of this training, users will be able to...
sort common household disposables for recycling,
identify gaps in assumptions about recyclable material,
evaluate the consequences of improperly sorting disposables,
participate more productively in local recycling efforts.
Based on my desired outcomes, I employed Backward Design and Knowles' Adult Learning Theory to shape the concept for my project. A series of story-based scenarios encourage users to connect the learning to their lived experience (Knowles' second and sixth assumptions: Adult Learner Experience and Problem-Centered Learning), as well as helpfully classify the types of disposable items generated by a typical household. In addition, a drag-and-drop design most effectively imitates the real-life experience of determining if disposables should be recycled or thrown away (Knowles' fourth assumption: Orientation of Learning). Users can work through the material at their own pace, in any order, and can choose whether to access more information or rely on their previous knowledge (Knowles' first and third assumptions: Self-Concept and Readiness to Learn). The result is a learning scenario which encourages self-directed learning and provides practice and feedback in a low-risk environment.
I chose green as my primary color since it is associated with conservation and recycling, and made sure all my images, color contrasts, fonts, and sound effects conform to WCAG standards.
I sourced images from Storyline and freepik.com and removed backgrounds with Remove.bg; I sourced audio clips from freesound.org.
3) Develop
Using Articulate Storyline, I created a learning experience centered around 3 scenes, each including 9 layers. The layers contain a series of disposable items for consideration. Each layer includes an information marker and a lightbox, providing more details about the recyclability of the item being evaluated.
I programmed my own buttons and hover states and used triggers, variables, and conditions to program elements, such as including the user's name and which scenarios have been completed. Each slide layer contains numerous elements on the timeline, including a progress bar, entrance animations, hotspots, motion paths, and audio effects. I named each element on the timeline to make it easier to edit individual elements later.