UX lead · Interaction design · IA design · Layout design · User research
Simulation-based learning
Immersive and engaging learning through realistic scenario-based experiences.
Overview
An accessible, scalable simulation-based learning experience where learners analyze choices and make decisions based on current information, then get feedback on the impact of those choices. Learners practice new skills in realistic simulations grounded in accurate environmental science.
Solution approach
What should we build, and how?
Before deciding how to build the simulation, I aligned with the cross-functional team to understand what we needed to build.
What are the learning objectives?
- Analyze choices
- Make decisions based on current information
- Self-reflect on the choice made
- Understand the impact of the choice
How are they going to be achieved?
- How would the user achieve the objectives?
- How do we want to tell the story?
- How can we make it a scalable solution?
- How can we minimize development time?
Work sessions
I led sessions to analyze the learning objectives, define scenarios, game mechanics and logic, and ideate and wireframe solutions — while keeping the solution adaptable to topics beyond environmental impact.
Game flow, mechanics, logic
With the scenario and tasks as a blueprint, I designed the end-to-end game flow, which in turn defined the mechanics and logic.
Layout ideation
In parallel, the team ideated on look and feel, weighing which existing components we could reuse to minimize development time and maximize scalability. We went through several iterations before starting a proof of concept.






At each incremental step, I met back with the larger team to review and iterate — keeping every stakeholder informed and heard, ahead of final sign-off.
Proof of concept
We worked with the platform implementation specialist to validate that the proposal could be built with low effort, and confirmed with stakeholders that the simulation could adapt to other topics.









With a live proof of concept in hand, the next step was socializing it internally — testing the flow, mechanics, and design against the learning objectives.
Usability testing
We ran usability testing with the target audience through TryMyUI, and accessibility testing through Fable. Overall usability was strong, with comprehensive knowledge gained after completing the course.
One pain point: learners felt the “money saved” element distracted from the main learning objective. We removed it from the core game mechanic but kept it on the final review page — for this topic, it mattered that the less expensive option isn’t always the more environmentally friendly one. We kept it as a mechanic in the code for future simulations that might need it.
Lessons learned
- This was the first time we designed a learning simulation around learning objectives and scalability rather than a one-off experience for a specific topic — a shift that changed how I think about building engaging course experiences.
- EVERFI’s courses are built one module at a time, which leaves limited time for complex interactions like this one. I proposed starting larger tasks early and in parallel, so they get the full design cycle.