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Is Training the Answer?

Articulate Storyline 360 · A Performance Analysis Activity

An interactive performance-consulting activity that asks learners to examine workplace scenarios, identify likely barriers to performance, and compare training with other possible interventions.

  • Articulate Storyline 360
  • Performance Consulting
  • Accessibility

Project overview

Many workplace performance problems are automatically treated as training problems. This activity gives learning and development professionals practice looking beyond the initial training request.

Learners review eight short workplace scenarios, consider what may be preventing successful performance, and then reveal an analysis identifying the likely cause, an appropriate first response, and the reasoning behind that recommendation.

The scenarios demonstrate that training is appropriate for some performance gaps, while others may require changes to tools, processes, feedback, incentives, role clarity, or additional analysis.

Audience

Learning and development professionals who receive training requests and need to determine whether training is the right response.

Learning need

Training is useful when people lack necessary knowledge or skill, but training cannot correct every performance barrier.

The goal was a short practice experience that reinforces a performance-consulting mindset: before recommending training, first determine what is actually getting in the way of performance.

Rather than asking learners to memorize a list of performance barriers, the interaction places them in realistic workplace situations and asks them to consider the evidence before revealing the analysis.

Performance goal: given a brief workplace performance problem, the learner considers the likely root cause and determines whether training, a non-training intervention, or additional analysis would be the most appropriate response.

Instructional design rationale

The activity was designed around application rather than content presentation. Instead of beginning with a long explanation of performance consulting and then testing recall, learners encounter realistic situations first and practice analyzing the evidence.

This supports alignment between the performance goal and the learning activity: the learner is asked to make the same kind of judgment the activity is intended to develop.

The scenarios and explanations were kept concise to reduce unnecessary cognitive load and keep attention on the performance-analysis decision.

Learning objectives

Distinguish knowledge or skill gaps from non-training performance barriers.

Identify a likely cause based on the evidence available.

Determine when training may be appropriate.

Recognize when process, tool, feedback, incentive, or role-clarity changes may be more appropriate.

Recognize when there is not enough evidence to recommend a solution yet.

Interaction design

The activity contains eight randomized workplace scenarios, each following the same pattern: review the situation, consider what may be getting in the way of performance, select Reveal Analysis, review the Likely Cause, Best First Response, and Why, then continue to another randomized scenario.

All eight scenarios are presented during the activity, but the question bank randomizes their order. The final screen reinforces the central takeaway and provides a Return to Portfolio button rather than a score or retry option.

This was intentionally designed as guided scenario practice rather than a scored assessment. Learners are not selecting a multiple-choice answer or being marked correct or incorrect. The purpose is to encourage diagnosis and reflection before revealing the recommended analysis.

Scenario range

The eight scenarios represent different types of workplace performance barriers: skill gap, knowledge gap, tool or interface problem, process or workflow problem, feedback or coaching problem, incentive or measurement problem, role-clarity problem, and insufficient evidence requiring additional analysis.

This range was intentional so the activity would not imply that training is always the correct solution.

Accessibility approach

Accessibility was considered during development and tested before publication. Work included keyboard-operable Start, Reveal Analysis, Continue, and Return to Portfolio controls; full published-project testing using Tab and Enter; semantic heading styles for scenario and analysis sections; visible text for all essential instructional information; no reliance on hover-only information; and no reliance on color alone to communicate essential meaning.

Decorative and template-based elements were reviewed during the accessibility pass, Storyline's Accessibility Checker findings were resolved before publication, and playback controls and accessibility-related player settings were reviewed.

The original flashcard template included drag-and-drop mechanics. The finished activity provides a keyboard-accessible Reveal Analysis control so learners can access the instructional content without performing a drag action.

AI-assisted development

Storyline's AI Assistant was used selectively during development to support scenario drafting, text refinement, and portions of trigger configuration.

AI output was treated as a starting point rather than a finished design. The interaction structure, performance-analysis framework, scenario selection, instructional decisions, wording revisions, visual layout, accessibility decisions, testing, and final quality assurance were reviewed and controlled by the designer.

This workflow demonstrates practical use of AI as a development aid while preserving human responsibility for instructional design and quality.

Design decisions

Performance analysis before activity design
Defined the instructional problem around distinguishing true training needs from other performance barriers.
Scenario practice designed before supporting explanation
Keeps the experience aligned with the performance goal instead of front-loading content.
Flashcard/question-bank structure adapted into a Reveal Analysis interaction
Gives every learner a keyboard-accessible path to the analysis without a drag action.
Eight scenarios spanning different performance barriers
Content refinement kept each scenario short while covering causes beyond knowledge and skill.
Accessibility and QA pass before publishing
Reviewed text structure, player accessibility settings, keyboard navigation, visual consistency, and Accessibility Checker findings.
Published testing in Review 360
Tested the complete published interaction using keyboard-only Tab and Enter navigation, including the final Return to Portfolio link.

What this project demonstrates

  • Performance analysis and performance consulting judgment
  • Question banks, randomized draws, and interaction logic in Storyline 360
  • Keyboard-accessible control design and accessibility QA
  • Selective, designer-controlled use of AI during development

Reflection

The finished interaction provides a concise portfolio example of performance consulting rather than simply course development. It demonstrates the ability to move beyond “build training” requests and consider whether performance problems are caused by knowledge, skill, tools, processes, feedback, incentives, role clarity, or insufficient information.

It also reflects an iterative development process in which interaction mechanics, accessibility, content length, visual consistency, and keyboard behavior were repeatedly tested and refined before publication.

The central design decision was to make learners consider the cause of a performance problem before seeing a recommended intervention. The activity reinforces that effective learning professionals should diagnose first and design training only when training addresses the actual barrier.

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Questions about this project?

I'm glad to walk through the analysis behind the decisions, or how I'd adapt this approach to your organization.