How might we turn workplace policies into memorable decisions?
Career Starter Village
Turning employee training into an interactive story
A mobile-first gamified learning experience that allows new bank employees to practise communication, compliance and workplace decision-making through interactive scenarios.
Training becomes memorable when people make meaningful choices.
Traditional onboarding content can be difficult to remember when employees only read policies or watch presentations. Career Starter Village turns training topics into short, interactive workplace stories where players make decisions and see the consequences.
The challenge
How might we keep the experience engaging without making it feel childish?
How might we fit meaningful scenarios into a short mobile-first experience?
My contribution
I contributed to the experience structure, game flow, interaction design, interface design, visual direction, scenario presentation and design QA.
A repeatable daily rhythm
The experience loops across three days, giving each interaction a clear place in the story.
Progress that stays visible and understandable
Instead of showing hidden scores, the final direction makes skill development visible through a simple daily summary and progress visualisation.
Activity contextWhy the player travels to a branch.
Skill impactBusiness understanding, risk compliance and collaboration.
Player confirmationConfirming advances the story into a workplace event.
Learning through interaction
Learning through consequence
A customer’s card is retained by an ATM. The sequence moves from story setup to decision choices, immediate result and skill feedback.
Immediate decisionRespond to an emotionally charged customer.
Progressive choicesOptions reflect different levels of professional judgement.
Skill requirementsAdvanced responses unlock through communication, collaboration and compliance skills.
Learning feedbackConsequences explain why a choice works instead of only marking it right or wrong.
A game-like but professional tone
Stylised game scenes, clear mobile UI and restrained gamification create engagement without coins, rankings or exaggerated rewards.
Mobile-first story pacing
Dialogue, decisions and feedback are divided into short screens so that users can understand one idea at a time.
Before / After
Five steps, one coherent journey
Follow the experience from entering the world to making a consequential workplace decision.
A playable, mobile-first training prototype.
- Created a playable mobile-first training prototype
- Transformed workplace topics into interactive scenarios
- Established a repeatable three-day experience structure
- Connected decisions with five professional skill dimensions
- Developed a visual direction suitable for games and employee learning
The strongest moments are when a player understands why one decision produces a different result from another.
This project helped me explore how interaction design can support learning without relying on complex game mechanics.