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Case Study · Storyline 360 · Behavioral Psychology

Smoking: Myth vs. Truth

A character-driven, scenario-based e-learning module that empowers college students to critically examine the psychological and social forces behind smoking — through story, reflection, and guided conversation rather than fear-based messaging.

Target
College Students
Tool
Storyline 360
Framework
ADDIE · Bloom's
Type
Branching Scenario
01

The Learning Challenge

The Problem

Fear-based programs fail young adults

Most smoking awareness programs rely on long-term health statistics and fear-based warnings. While scientifically accurate, this approach largely fails to resonate with young adults — because it doesn't address why they start smoking in the first place.

The Design Opportunity

Reframe around psychology, not fear

By reframing the content around psychological motivations rather than physical consequences, the module meets learners where they are emotionally and socially — without moralizing, preaching, or triggering defensiveness.

Audience Context

College students navigating identity

Students navigating academic pressure, peer dynamics, identity formation, and new social environments. Many encounter smoking for the first time — or are already occasional smokers — making this a critical intervention window.

Success Criteria

Relatable. Honest. Emotionally intelligent.

Learners should leave the module questioning their assumptions about smoking — not feeling lectured. The experience needed to feel relatable, honest, and emotionally intelligent rather than institutional or clinical.

02

Instructional Approach

📖

Scenario-Based Learning

Learners observe and engage with a realistic student narrative rather than consuming static information slides.

🧠

Behavioral Psychology

Content is grounded in psychological theories around motivation, habit formation, and social identity — not just health data.

💬

Guided Discovery

Rather than telling learners what to think, characters model thoughtful questioning, encouraging personal insight and attitude shift.

🔀

Branching Conversations

Decision points let learners influence how conversations unfold, creating meaningful engagement and natural consequences.

🪞

Reflective Learning

Structured reflection prompts encourage learners to connect content to their own experiences, values, and social contexts.

Myth vs. Reality Framework

Each module dismantles a belief through evidence-based dialogue — making the gap between perception and reality tangible.

03

The Four Myths Explored

Myth 01

Smoking reduces stress

Reality

Nicotine temporarily relieves withdrawal symptoms it created — a cycle of dependency that increases baseline stress over time.

Myth 02

Smoking helps people socialize

Reality

Social connection comes from shared moments — not the cigarette itself. The same belonging can be found through non-smoking social rituals.

Myth 03

Smoking reduces negative feelings

Reality

Smoking masks emotions rather than resolving them — and long-term dependence is linked to increased anxiety and depression.

Myth 04

Smoking improves body image

Reality

The perceived weight-control appeal is heavily shaped by media framing — and ignores the visible physical effects of long-term use.

04

Design Process (ADDIE)

Analysis

Learner & Needs Analysis

Identified the target audience as college students at risk of smoking initiation. Mapped the gap between fear-based programs and the actual psychological triggers, defining motivations across four categories: stress, social belonging, confidence, and body image.

Design

Content Architecture & Storyboarding

Structured the module around four myth-based arcs, each explored through dialogue between two student characters. Applied Bloom's Taxonomy to sequence learning from awareness through knowledge checks. Produced detailed storyboards before development.

Development

Interactive Build in Storyline 360

Built the module using layer-based branching for conversation flows, trigger-driven variable logic for learner choices, and slide-level states for dynamic avatar selection. Audio narration produced using text to speech in storyline 360. visuals designed using ChatGPT and PowerPoint.

Evaluation

Assessment & Reflection Design

Replaced recall-heavy quizzes with scenario-based knowledge checks (drag-and-drop and situational MCQ) requiring applied understanding. Reflection prompts invite personal connection, and a completion certificate reinforces achievement.

05

Key Features

Continuous Story Narrative

A persistent storyline connects all four myth modules, building emotional continuity and preventing the "slide-flipping" feeling common in compliance-style e-learning.

Psychology-Led Dialogue

Character conversations model empathetic, non-judgmental enquiry — helping learners explore their own assumptions through the story rather than being lectured at.

Meaningful Branching

Learner choices influence how Siddhartha responds in each scenario, making the learner an active participant rather than a passive observer.

Dynamic Avatar Selection

Learners choose a character to represent them throughout the module, increasing identification with the story and deepening emotional investment.

Contextual Knowledge Checks

Interactive drag-and-drop and scenario-based assessments test applied understanding — not just memory — keeping learners engaged beyond passive reading.

Completion Certificate

A personalized certificate marks module completion, providing a tangible sense of achievement and reinforcing the value of the learning experience.

06

Tools & Technologies

🖥️

Storyline 360

Core development platform for interactions, branching logic, and SCORM publishing.

📊

PowerPoint

Character assets, background illustrations, and visual layout design.

🎨

ChatGPT

Graphic elements, UI icons, and supplementary visual design assets.

07

Skills Demonstrated

Learning Needs AnalysisAudience AnalysisStoryboarding Scenario-Based LearningBranching Scenario DesignBehavioral Psychology Bloom's TaxonomyADDIE FrameworkVisual Learning Design Assessment DesignStoryline 360Trigger & Variable Logic
This project demonstrates what happens when instructional design starts with the learner's psychology — not the subject matter.

By centering design decisions on the emotional and social realities of the target audience, the module transforms smoking awareness from a compliance exercise into a genuinely reflective experience. Learners engage not because they have to — but because the story feels true to their world. The result is a portfolio piece that showcases the full ADDIE process, applied behavioral theory, and production-level Storyline 360 development.

Design Artifact · 12 Slides · PowerPoint

Storyboard: Myth vs. Truth

The storyboard served as the instructional blueprint for the entire module — translating learning objectives into screen-by-screen interactions before a single Storyline slide was built.

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Storyboard Anatomy

Each storyboard slide follows a consistent four-column structure — ensuring every design decision is captured in the same place, in the same format, across all 12 screens.

On-Screen Text

All visible text content — headings, body copy, button labels, card text — exactly as it should appear to the learner in Storyline.

Visual Layout

A wireframe-level visual showing character placement, interactive elements, background treatment, and spatial composition.

Navigation Info

Trigger logic and interaction flow — what happens when a learner clicks, hovers, or completes an action, and where they go next.

Designer Notes

Technical and visual notes for development — animation behaviour, state changes, colour values, and Storyline-specific details.

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Selected Storyboard Slides

Myths People Believe entry screen
Slide 01 · Click-to-Reveal · Gagné Event 1

Myths People Believe — Entry Screen

The learner lands on a screen showing their selected avatar (focused) and Siddhartha (blurred behind). Four clickable cards overlay the avatar: Improves body image, Reduces stress, Boost extrovert behaviour, Reduces negative feelings. Cards highlight on hover and transition into that myth's scene.

Hover statesAvatar focus/blurLayer triggersScene branching
Branching dialogue slide
Slide 02 · Two-Option MCQ · Gagné Event 5

Myth vs Fact — Improves Body Image

Two characters discuss the myth that smoking improves body image. Learners choose between two responses from Siddhartha: a dismissive response (Option A) that triggers resistance and a retry, or a psychologically informed response (Option B) that encourages reflection and advances the story.

Two-path branchingConditional dialogueExpression statesAudio sync
Drag and drop assessment slide
Slide 03 · Drag-and-Drop · Gagné Events 6 & 8

Identify Myths and Truths

Learners drag five statements into Myth or Truth categories. Correct placements turn green with feedback; incorrect ones turn red and reset. A "Myth/Truth Decoded" progress tracker updates with each correct answer, ending in a completion message and a continue button.

Drag-and-dropProgress variableCorrect/incorrect statesConditional next
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How I Built the Storyboard

01

Started with learning objectives, not slides

Before opening PowerPoint, each myth module's objective was written using Bloom's Taxonomy action verbs. Every slide was reverse-engineered from what the learner needed to be able to do — not what content needed to be covered.

02

Mapped Gagné's events to story beats first

Gagné's nine events were plotted as a narrative arc before any layout was sketched — ensuring the storyboard was a sequenced instructional experience, with attention, recall, guided practice, and transfer all intentionally placed.

03

Wrote full narration scripts, not talking points

Audio text was written as complete, conversational sentences — not bullets. This forced tone decisions early, revealed preachy language before recording, and made voice production faster and more consistent.

04

Captured Storyline logic in designer notes

Every animation trigger, variable condition, and state change was specified in the designer-notes column. The development phase became largely execution — reducing back-and-forth and keeping the design intent intact.