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Chapter 01 · The premise

Independent project · Cinematic branching learning simulation

The First Sentence

“Yesterday, you were a teammate. Today, you’re their supervisor.”

Dana, a newly promoted shift lead in a high-visibility vest, faces Marcus, a veteran picker, between warehouse racks
Opening key art from the prototype. AI-generated imagery · Fictional company · Composite characters.

Shift 01, 06:42 AM, Aisle 04 at Northstar Distribution. Dana R. is on her first day as shift lead. Pick rate in her aisle is down 30% over three weeks, two trailers are waiting at the dock, and the night cutoff was missed by 15 minutes.

The associate behind the numbers is Marcus T., a picker with nine years on the floor. He trained her on her first day. The learner plays Dana, and has to open the conversation.

Northstar Distribution is a fictional company and Dana and Marcus are fictional characters. This is an independent prototype, not client work.

Designed, written and produced by
Jonathan Iker Zamarripa
Audience
Newly promoted frontline supervisors in distribution centers
Objective
Open an accountability conversation using Behavior → Impact → Ask
Format
Interactive branching simulation, about 7 minutes, English and Spanish
Built with
Figma Make, with AI-assisted video and voice production

Chapter 02 · Experience the scenario

Play it before you read about it.

The live prototype, playable on this page. Nothing loads until you begin.

Live prototype · About 7 min · Speak or type

Step into Dana’s first difficult conversation.

  1. Enter as DanaDay one as shift lead. Aisle 04, 06:42 AM.
  2. ObserveWatch the scene as timed cards surface the facts.
  3. ChoosePreview three opening lines, then commit to one.
  4. ReflectSee the consequence, debrief with Benjamin, try your own line.

The experience runs on Figma Sites at drums-plant-63973620.figma.site. Nothing from that site loads until you begin, and sound plays only when you start a scene. Heads-up: the scenario includes a coworker sharing news about a seriously ill family member.

Chapter 03 · Inside the decision

Six moments that make the decision.

Explore each part of the experience without playing it through.

Confidence check screen asking how ready the learner feels to start a tough conversation with a teammate, rated 1 to 5
Screenshot of the live prototype.

A self-rating before and after

Before the scene, learners rate how ready they feel to start a tough conversation with a teammate (1 = Not ready, 5 = Very ready). The same question returns at the end, so the experience can record a before-and-after self-report.

It can be skipped. It is a self-rating, not a measure of skill.

Three openings, three outcomes

The same moment, delivered three ways. Lines, replies and coaching are quoted from the prototype.

Soften

Nervous half-smile · softened posture

“No, no. You’re fine Marcus. You’ve been here forever. Just try to speed it up if you can, okay?”
Marcus
“Yeah, of course. We’re good.”
What happens next
Marcus gives you a familiar smile. The conversation feels easy. But the next shift, the scans are late again.
The trade-off
You protected the friendship. But “if you can” made the expectation optional. Marcus heard reassurance, not a request for change.
Benjamin
You were trying to protect the relationship. Marcus needed to hear that the relationship could hold a clear expectation.

Authority

Rigid posture · firm expression

“Marcus, your numbers are down 30%. I’m your supervisor now. If this doesn’t change by Friday, I’ll have to write you up.”
Marcus
“Right. So that’s how it is now?”
What happens next
Marcus folds his arms. He completes the scans, but stops sharing the problems he sees on the floor.
The trade-off
You made your role clear, but not the behavior. Leading with your title turned a performance conversation into a power struggle.
Benjamin
Your authority was already present. Leading with the title made Marcus defend his standing instead of discussing the work.

Structured Redirect

Calm · direct · conversational

“Marcus, your pick rate has been down about 30% over the last three weeks. We’re missing trailer targets, and people are staying late. I want to understand what’s getting in the way.”
Marcus
“It’s my mom. She’s in hospice. I’ve been waiting for the call, and I’m trying to keep it together here.”
What happens next
Marcus hears the expectation and the impact without being reduced to the mistake. Your question creates room for the real issue to surface.
The trade-off
You named the behavior, connected it to the work, and invited context. Clarity and curiosity worked together.
Benjamin
You made the expectation clear without closing the conversation. That gave Marcus room to tell you what was really happening.
Outcome screen for the Structured Redirect: Marcus discloses that his mother is in hospice
Structured Redirect outcome. Screenshot of the live prototype.
Here's the line that opens the door: the learner's line compared with the model line, broken into Behavior, Impact and Ask
After a missed line: “Here’s the line that opens the door,” taken apart anchor by anchor.

Chapter 04 · Creative production

One person, one pipeline: design, film and build.

Instructional design, cinematic production and AI-native development were handled in one pipeline by one designer, then implemented in Figma Make.

Visual direction

The interface is a Northstar “DC-04 floor console”: a tablet console, matching what a shift lead actually uses on the floor. Metrics, cutoffs and the associate’s record sit beside the scene, as they would on shift.

Performance direction

Each opening is the same line of thought performed three ways, and each delivery has its own direction: “Nervous half-smile · softened posture”, “Rigid posture · firm expression”, “Calm · direct · conversational”.

AI-generated video and voice

Scene video and character voice were produced with AI tools as part of the design pipeline, and the prototype says so on every screen. Northstar is fictional, and the characters are composites.

Interaction and state

Three stages unlock in order — The moment, Your call, The transfer — with a visible plan, a way back to the previous moment, and a resume point. Approach labels are hidden and shuffled; every path reaches coaching.

Accessibility

Closed captions with speaker labels, a text mode, voice or keyboard input at any decision point, adjustable floor audio, English and Spanish, a content heads-up before the scene, and an Employee Assistance Program note for anyone the story touches.

Designer’s notes

A notes panel on every screen explains why it works, and an L&D view shows the session’s events as they happen — the experience documents its own reasoning.

Chapter 05 · What the project demonstrates

Design hypotheses, not proven results.

No learner outcome data is reported for this prototype. These are the bets it makes, the research each bet leans on, and what is still open.

Enter the moment first

The learner is inside the scene before any instruction. The prototype cites narrative transportation (Green & Brock, 2000).

Let wrong choices play out

Missteps run to their consequence, then get a specific debrief. The prototype cites productive failure (Kapur, 2016).

Model from a peer

Benjamin coaches as a fellow supervisor, not an authority figure.

One structure, not a script

Behavior → Impact → Ask is reusable in the next conversation; the transfer scenario tests exactly that.

Close on identity

“Who are you becoming as a leader?” turns a skill into a commitment, followed by a toolkit for on-the-job reference.

Be honest about feedback

Feedback looks for the three anchors with word cues and is labeled that way — not presented as AI judgment.

Implemented in the prototype

  • Opening scene with timed context cards
  • Three previewable openings, each with a full consequence sequence
  • Outcome, trade-off and coaching for every path
  • Peer debrief, toolkit, transfer scenario and identity reflection
  • Before-and-after confidence self-rating
  • Voice or typed input with word-cue feedback; session-local, nothing recorded
  • Captions, text mode, English/Spanish, designer’s notes

Concept only

  • The L&D view is a designed reporting concept: it lists the current session’s events (verb, object, result). It is not presented as a deployed LMS or learning-record-store integration.
  • Its cohort snapshot is labeled “Sample data · illustrative only”. Those figures are not results.
  • No effectiveness data is reported. Whether the experience changes on-the-job conversations is untested here.
L&D view listing this session's events, followed by a cohort snapshot labeled sample data, illustrative only
The L&D view, a designed reporting concept. The cohort figures are labeled sample data, illustrative only, in the prototype itself.

Still open

  • Does practicing the opening line change what a new supervisor actually says on the floor?
  • Does a before-and-after self-rating reflect skill, or only confidence?
  • How much does word-cue feedback miss when a learner phrases an anchor in their own way?

Disclosures: Northstar Distribution is fictional. Dana, Marcus, Benjamin and Alex are fictional, composite characters. Video, voice and character imagery were produced with AI tools. The prototype is an independent project, not client work.