INSTRUCTIONAL DESIGN
Below are samples, including infographics, gamification, eLearning, and technical instruction.
Earth Day History Fact Sheet.
INFOGRAPHICS
Objective. Learners will be able to understand key milestones in the history of Earth Day and explain its impact on environmental awareness and policy by reviewing a clear and engaging image with text organized in a timeline format.
Design Concept. A blue and green gradient symbolizes the Earth’s natural elements—sky and water blending with land and vegetation. This qualitative solution, represented by each moon’s phase in a circular timeline of historical facts, uses colors that create a calming and easy-to-follow aesthetic.
Result. The visually structured learning tool enhanced knowledge retention through dual coding theory, combining visual (Moon phases, Earth imagery) and textual (key events, dates) elements. The design helped learners organize and relate new information to familiar concepts, such as lunar cycles and environmental change, by aligning each decade of Earth Day’s history with a cyclical visual metaphor. This infographic ultimately served as a dynamic, self-paced learning aid, promoting engagement, recall, and deeper understanding.


UX/UI GAMIFICATION
​​​​​​​Instructional Problem. Team members had a knowledge gap in accurately and timely completing pre-ordered product transactions. The training addressed common challenges and processes contributing to mistakes or delays in fulfilling pre-orders.
Solution. A mixed-method research study assessed the product delivery time from delivery to based on feedback from customers and leadership. Team members' processing behavior varied depending on the customer's needs, and delivery times increased. Keynote presentation software was used to design a UX/UI game to align customer actions with the appropriate team member behavior.
Process. Several versions of a matching game were tested with team members using formative evaluations through informal discussions. Summative evaluations were tested with leadership.
Result. The matching game increased knowledge and improved retention when transactions were completed correctly, as reflected in customer survey scores.
ARTICULATE RISE eLEARNING
Instructional Problem. Some dog owners are unsure how to manage their pet's anxious and aggressive behavior.
Learning Objective. With clear information and simple tips, this lesson on Operant Conditioning—focusing on positive and negative reinforcement—will help dog owners teach new skills, promoting a safer, more enriched life for their pets.
Design Plan. An interactive program guided learners through operant conditioning and behavior management with step-by-step lessons. Learning outcomes were tested and marked with a blue check for progress. 
Process. Learners can refine the technique to ensure effective training and subsequently modify behavior. Finally, they can consistently test and practice the method until their dog behaves safely and calmly.
Result. Operant conditioning was tested with community dog owners, resulting in a 95% improvement in dog behavior.
TECHNICAL INSTRUCTION
Instructional Problem. Learners with computer knowledge were not familiar with using an online database to draw infrastructure that would help globally underserved communities.
Learning Objective. Given on-screen instructions in a collaborative setting, participants will learn to follow UI/UX, which will help them accomplish tasks.
Process. An iterative design model was chosen to keep learning content fresh and then formatively tested with a sample of volunteers. Subject Matter Experts summatively tested a final version before instruction was presented and delivered to ten volunteers.
Result. Learners followed on-screen instructions and enjoyed an activity that contributes to underserved communities.
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