Instructional designer · E-learning and lecture production

ValeriiaVoshta

These are the questions people answer inside my courses. I build learning where you have to live through the scene and get it wrong yourself, rather than read about it on a slide.

Experience

Where I worked

Schoolchildren, teachers, exam candidates, adults in corporate training. Different audiences, one job: making sure something changes after the session.

Learning Hub

T&D Specialist / Instructional Designer

Corporate learning in an IT company. Ran needs analysis with engineering, compliance, HR and PR teams, designed and built the courses, published them to the LMS and worked with completion metrics.

Edvibe

Methodologist & Product Manager

Methodologist and product manager at once: responsible both for the methodology of the product and for what the platform would ship next. Ran B2B clients and a team of external authors.

99 Ballov

Instructional Designer

Courses preparing students for the national exams: programme design, session plans for a hundred webinars, two hundred practice sets. Trained instructors on the platform method.

PrimaEnglish

English Teacher, then Methodologist

Joined as an English teacher and moved into instructional design within a year: CEFR-level curricula, lesson observations and training a team of eight.

Interactive materials

Work you can open and take

Seven projects. Four are in Russian, three in English, and each card says which. The courses were built under NDA, so what you see here are demos and prototypes: client materials and metrics stay out. The SCORM modules will ask for a name and an email before they open – that is the platform tracking progress, not me collecting addresses.

Every case has a breakdown under the slider: the task, the decisions behind it, the model underneath and how it was checked.

LMS coursesTwo SCORM modules and one Rise course · 3
SCORM · Sales In Russian Role: the whole project, from structure to build

Canon DSLRs: selling to a first-time buyer

A course for camera shop staff. The hard part is never the specs. It is explaining sensor size to someone who just wants good photos of their kid, and then not selling them a body they will never grow into.

Open the SCORM moduleAsks for your email
A frame from the «Canon DSLRs» SCORM course: a customer in a camera shop and the sales assistant’s reply options
A course screen: four buyer archetypes with age, budget and experience
A course screen: sensor sizes drawn to scale – phone, APS-C and full frame
A course screen: three entry-level Canon bodies with specs and a closing line
A course screen: three popular Canon lenses with prices and limitations
Design decisions

The problem

A camera-shop assistant knows the specs better than the customer, and that is exactly why the conversation fails. He answers a question about the sensor with numbers, while the person came in wanting good photos of her child. The course had to retrain something other than product knowledge – the translation from what the spec sheet says to what the camera is bought for.

The objective: the assistant matches a camera and a lens to what the customer asks for, and explains the choice in one sentence without retreating into specifications.

Why it works this way

The buyer appears before the gear

The first content screen holds four buyer archetypes with age, budget and experience. Before the assistant sees a single model, he sees who he is selling to.

One variable at a time

Sensor sizes are drawn to scale: phone, APS-C and full frame side by side. Not a table of millimetres, but a picture the assistant can reproduce for a customer with his hands.

An anchor line for every model

Three entry-level bodies and three lenses each carry a ready-made phrase and an honest limitation next to the specs. The assistant is meant to walk away with a line – and to say it in the final task, the dialogue simulation «A conversation with a customer».

The model behind it

Gagné's nine events, laid out in the order of the module: the shop scene gains attention, the buyer archetypes activate what the assistant already knows from his own shifts, the sensor and model screens present the content, the anchor lines serve as worked examples, and only then comes practice. The order of pages follows those events but is not locked: navigation is free, and the comparison table can be reached from any step. The order of pages stays a default route.

How it was tested

No grade is reported to the LMS: eleven pages, completion by progress. The single scored task is matching a camera to four requests, a 70 % threshold, unlimited attempts, feedback after every answer. It is practice rather than an exam: what matters is that the assistant lands on the right model in the end, not that he lands on it first time. What it measures, though, is recognition rather than transfer: the same four archetypes return and a model has to be picked from three. The question is no longer «what sensor does the 2000D have» but «what do you offer a mother with a forty-thousand budget» – and picking from ready options is still easier than saying it out loud. The transfer is tested on the next page, in the simulation, where the line has to be spoken to a live interlocutor. That is why the course does not end with a test. The link is stitched into the material itself: the archetype card for the young mother says outright that the assistant will meet a customer like her in the final simulation.

Mistakes cluster on the student and the blogger – the two requests where the right answer sits at the ends of the range: the cheapest body for one, the most expensive for the other. For the mother and the traveller the choice converges in the middle, so the habit of offering the popular model does no harm there and fails the answer here. What the task really catches is not missing knowledge but the reflex to sell whatever sells best.

Request4000D2000D250D
Young mother · up to 40k–✓–
Aspiring blogger · 50–70k––✓
Traveller · not counting pennies–✓–
Student · up to 30k✓––
Correct answers in the task: the middle of the range covers two requests out of four, the ends one each
SCORM · Interactive In Russian Role: the whole project, from structure to build

The Museum of Communication Mistakes

A SCORM module built as a museum you walk through after closing time. Seven halls, each with its own set of exhibits – phrases that look harmless and are displayed as if they were worth preserving.

Open the SCORM moduleAsks for your email
Title screen: a museum hall at night with display cases and the title Museum of Communication Mistakes
A hall with six exhibits and a card unpacking the phrase «As usual…»: why it fails and what to say instead
The «alarm panel» case with hotspots and a tooltip about the ultimatum «my way or nothing»
A greenhouse with plaques like «Vine of the Polite Yes» and «Orchid of the Curt No», with a tooltip
A drag-and-drop task: place the exhibits into the right slots of the display case
Design decisions

The problem

Unpacking communication mistakes usually looks like a list of prohibitions and triggers a defensive reaction: the listener recognises his own phrase and shuts down. The module had to move the mistake out of the personal and into the shared – to make it an exhibit people look at with curiosity rather than guilt.

The objective: the employee judges a line from a real exchange – spotting what in it breaks the conversation and offering a replacement.

Why it works this way

A museum after closing time

An empty hall at night sets the tone: nobody here is watching or judging. The format itself removes the defensiveness that would otherwise have to be talked away.

An exhibit replaces a prohibition

Seven halls, each holding a set of related exhibits – phrases like «as usual…». The card explains why the phrase fails and what to say instead – it offers a replacement, not only a ban.

Explore first, explain second

The visitor opens a case and works out what is wrong with the phrase, and only then gets the card with the explanation. Hotspots, the greenhouse, dragging exhibits into place – all of it exists to let people investigate before the rule is spoken.

The model behind it

The 5E cycle: Engage – the night hall and the promise that mistakes are preserved here rather than judged; Explore – walking the cases with no prompts; Explain – the analysis card, arriving after the visitor has formed an opinion; Elaborate – the greenhouse and the task of placing the exhibits; Evaluate – a check on the visitor's own formulations. The order is the point: a rule spoken before the walk would turn the museum into the same list of prohibitions.

How it was tested

The Evaluate step is closed by the museum's final check: twelve tasks drawn from across the halls, an 80 % threshold, unlimited attempts, shuffled answers. The feedback keeps the metaphor – a correct answer is «exhibit identified», a wrong one «closer to an error of display». No grade is deliberately reported to the LMS: the test is there for the visitor as a self-check, and if the client needs the actual scores, an administrator pulls them from the platform's statistics.

The 80 % is not an arbitrary figure: it is the baseline threshold approved company-wide for soft-skills courses, so the module was built to the shared standard rather than to its own.

This is where the module argues with itself. It is built to strip judgement out of the mistake, and it ends with a scored test – the judgement removed at the entrance comes back at the exit. Removing it was not an option: without a threshold the course would not have fitted the corporate standard. So it is held in check by tone instead: feedback says «exhibit identified» rather than «correct», a failed attempt sends the visitor back to the halls rather than announcing a failure, and the score is never reported to the LMS as a grade. The threshold could stay without bringing judgement back into the module.

Rise · Recruiting In English Role: the whole project, from structure to build

Screening Engineers: Confident Calls for Non-Technical Recruiters

A course for recruiters who screen engineers without being one. The two ways a screening call fails are not symmetrical: forward a weak candidate and an engineer loses an hour and you hear about it – reject a strong one and nothing comes back at all. The course is built around the error that never reports itself. The first five lessons work for any engineering line; the backend section detaches and can be taken later, when you start hiring for one.

Open the courseOpens in the browser
A course screen: the asymmetry of screening errors, and the three jobs of a screening call
A self-check screen: four statements a recruiter rates from «not at all» to «completely»
A course screen: the backend stack drawn as six layers, from language up to orchestration
A scenario screen: a mid-level backend candidate four minutes into the call
Design decisions

The problem

A recruiter without an engineering background reads a résumé as a list of technologies and screens against that list. The mistake that gets corrected is the visible one: a weak candidate reaches the technical team and burns an hour. The expensive one leaves no trace anywhere. The course had to retrain what the recruiter listens for, not what they know.

The objective: the recruiter runs a screening call end to end and hands over a decision an engineer can act on – or a clear reason not to.

Why it works this way

The invisible error comes first

Lesson one names the asymmetry before a single technique appears. Everything after it is judged by which of the two errors it protects against.

Stories, not stacks

Reading a résumé for the shape of the work rather than the technology list, and hearing seniority in how an answer is built. These two lessons carry the method; the rest support them.

The line stays open

One lesson turns the lens on the recruiter’s own blind spots, another defines the moment to escalate. The call is meant to end in a handoff, not in a verdict the recruiter had no standing to give.

The model behind it

Merrill’s first principles. The problem comes before any theory: the first lesson is the asymmetry of the two errors, not a definition. Activation runs through the recruiter’s own blind spots, demonstration through six questions that work, application through telling a real question from a gap – and integration through the last lesson, where the whole call is run end to end.

How it was checked

The quiz sets the bar at 75% with unlimited retries and answers revealed only after a wrong choice, so every second attempt leaves a trace. The first pass is a pilot with five to seven recruiters – too few for item statistics, enough to catch the questions everyone fails and the ones nobody does. The error the course is built around stays outside all of it: rejecting a strong engineer leaves no record anywhere, and the only way to see it is a second reader going back through the résumés that were turned down. The pilot brought back two things. The first question – the one that names the asymmetry the whole course is built on – nobody got wrong: it came minutes after the lesson that states it, so it measured recall rather than judgement. It now gives two recruiters' numbers for the week and asks whose week hides the more expensive problem: the principle has to be recognised in someone else's figures, where the visible loss looks the more costly of the two. The question about the candidate who would «have used a different logging library» split the group: half read the answer as cosmetic reflection, half as awareness of a constraint someone else imposed. The second reading is fair, and the wording still has to close it off.

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PresentationsTwo decks · 2
Presentation · HR In English Role: the whole project, from structure to build

Effective Communications for HR

Communication models for HR specialists, built around the conversations they actually have: turning down a request, delivering a decision they did not make, answering the question about a pay rise.

Open the SCORM moduleAsks for your email Open the PDF
Title screen of Effective Communications with a subtitle about the three-month programme
A matching activity: wordy phrases and their shorter versions
An activity comparing two audio versions of the same sentence and asking which keeps trust
A scenario with a choice of manager response and feedback on the consequences
Design decisions

The problem

HR specialists rarely fail to know what to say. They know – and then say it in a way that makes a decision look handed down from above and a refusal look personal. The programme was built around conversations that actually happen: turning down a request, delivering a decision you did not make, answering a question about a raise, and giving feedback.

The objective: the HR specialist words a refusal, someone else's decision and a piece of feedback so that both the clarity and the relationship survive.

Why it works this way

Responsibility is handed over gradually

First worked examples, then tasks with support, then unaided conversations. Across three months the scaffolding is removed step by step.

Two versions of one line

What gets compared is two similar options: a wordy formulation and a short one, two audio versions of the same line. In the audio task the wording of both versions is identical and the difference is carried by the voice alone – which made the intonation its own piece of work rather than a finishing touch.

The explanation comes after the choice

In the scenario tasks the manager's reaction comes first and the consequences second. Feedback lands on a choice already made.

The model behind it

The gradual release of responsibility: «I do → we do → you do». The same model explains why the tasks compare two similar options rather than a right one and a wrong one: at the «we do» stage the learner is still leaning on a model answer, and the difference has to be visible in contrast, or the support does not hold.

The precision of that contrast follows from the model too. Push the two versions too far apart and the task becomes obvious and the support pointless; bring them too close and the difference disappears and the support falls short. In the audio task that calibration was the main work: both tracks were written for a single sentence, and the gap between the deliveries was adjusted until it sat in the right place. A synthesised voice gave what a live recording does not – the freedom to re-listen and re-cut the options as many times as it took.

How it was tested

Twenty-two tasks across sixty-five slides, with a certificate at the end. Feedback lands on each of them, and attempts are unlimited.

The tasks aim at what those conversations are assembled from: brevity of wording, preparing for a difficult meeting, the tone that keeps trust, active listening, self-control at the moment of irritation. The whole conversation is held outside the module, with a live counterpart – a deliberate split, because a formulation can be checked in a closed question and a conversation cannot.

Presentation · Management In English Role: the whole project, from structure to build

Five Dysfunctions of a Team

Lencioni’s five dysfunctions, laid out for workshops with managers and team leads. Every dysfunction gets its own visual metaphor. Absence of trust is a cocktail recipe.

Open the SCORM moduleAsks for your email Open the PDF
Title spread: The Cocktail Menu of Dysfunctions – five recipes you never wanted to order
The Absence of Trust spread: a collage and a recipe of fear of vulnerability, denial of mistakes and a control mask
The bartender's note opened over the Fear of Conflict spread with three practical tips
The Avoidance of Accountability spread: a recipe of blame-shifting and blurry expectations
Design decisions

The problem

In a training room Lencioni's pyramid turns into five words on a slide. Managers nod, and afterwards cannot say how avoidance of accountability differs from inattention to results. What was needed was a form memory can hold on to.

The objective: the participant tells the five dysfunctions apart and recognises their signs in his own team.

Why it works this way

A metaphor replaces a definition

The dysfunctions are laid out as a cocktail menu, each with its own recipe of ingredients. Absence of trust: fear of vulnerability, denial of mistakes and a mask of control – stir, serve cold.

One frame for all five

Every spread is built the same way: collage, recipe, ingredients. An identical structure lets the dysfunctions be compared with each other rather than memorised as five separate stories.

The bartender's note

The practical advice sits in a separate layer over the spread – it can be opened once the metaphor has done its work, and not before.

The model behind it

Keller's ARCS model, its first two steps. Attention: a cocktail menu breaks the expectation set by slides about Lencioni's pyramid, which managers have already heard several times over. Relevance: a recipe with ingredients forces the dysfunction to be broken into signs, and the signs are what a participant recognises in his own team. Motivation had to be designed as deliberately as the content – a model everyone considers familiar gets no attention otherwise.

How it was tested

There is no assessment inside, and none was intended: eleven spreads, ten interactive actions, not a single scored task. This is material for a live training session rather than a standalone module, and the facilitator does the assessing in the room.

The material was used for internal training with regular employees rather than senior management, and it worked best somewhere other than where it was aimed. The departments work remotely, and the spreads were picked up for a team's first introductions: a cocktail recipe gives people a way to talk about trust and conflict without getting personal and without needing to be close first.

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Interactive prototypesTwo HTML prototypes · 2
HTML · Dialogue simulation In Russian Final task of the course «Canon DSLRs» Role: the whole project, from structure to build

A conversation with a customer

Thirteen scenes, three endings, every line voiced. You play the assistant. The customer knows nothing about cameras and has a budget. Open badly and she walks out.

Start the dialogueOpens instantly
The simulation: a customer asks for help choosing a DSLR, three reply options
The simulation: the customer names her budget and a Wi-Fi requirement, mood meter at the top
The simulation: the customer is ready to buy and asks about accessories
Design decisions

The problem

Knowing the script does not carry over into the conversation. The assistant remembers not to push, pushes anyway, and the customer finds it awkward to object and leaves without a word. The simulation had to create a place where that mistake costs something visible and costs no revenue.

The objective: the assistant holds a conversation with a first-time buyer – finding out the task before naming a model, and keeping the contact when the customer wavers.

Why it works this way

Thirteen scenes, three endings

The conversation does not end at the first mistake. A bad line brings no instant loss – it shifts the tone, and the price shows up several moves later, the way it does in a real conversation.

A mood meter instead of points

The customer's state stays visible on the left throughout. The player goes by her state: calm, confused, unhappy.

Every line is voiced

Intonation is part of the content: the same sentence delivered quickly and delivered calmly produces different results, and text cannot carry that. The lines were written for the voice and voiced synthetically – ten tracks, one for each scene where Anna speaks. The intonation of each matches her state: calm, confused, unhappy, annoyed. The shift in state is audible in the voice.

The model behind it

Miller's pyramid. The «Canon DSLRs» course takes the assistant to «knows how»: asked, he can name the right line. The simulation aims one step higher, at «shows how» – the line has to be spoken in a conversation where the other person does not answer from a script. Most communication training is lost between those two steps, which is why the simulation is the final task of the course: it can be taken on its own, but it was designed as the way out to «shows how» once «knows how» is in place.

How it was tested

Eight of the thirteen scenes contain an answer that ends the conversation on the spot: the customer walks out. The bad ending is not hidden at the finish – it is reachable from almost any step, and that skew is deliberate, because on a real shop floor conversations do not collapse in the final minute either. Feedback comes through emotion: calm, confused, unhappy and annoyed shift from line to line, long before the outcome is visible. The player can check himself immediately, without waiting for the closing screen. The entry screen says it plainly: this is not an exam, and if the conversation goes wrong, take it again with a different tactic. The cost of a mistake is visible and still not punitive – otherwise the assistant would start picking safe lines instead of honest ones.

Ten scenes with a choiceendingEight of them hold an answer that makes Anna walk out
Walking out is available at almost every step, not only at the end
HTML · Simulation In Russian Role: the whole project, from structure to build

First Day: a new manager’s onboarding simulation

A new manager’s first day, 20 to 25 minutes of it. The briefing, the priorities, the team, and a run of decisions that quietly close doors behind you. Built as an HTML prototype.

Open the simulationOpens instantly
Title screen of the simulation: module 01 «First Day», the role of a department head in a B2B company and the start of the «Before you start» block
A screen from the «First Day» simulation: a briefing from the HR partner with the department dossier and a task to flag three key signals before the day starts
The briefing screen: open questions left by the predecessor and cards for the key stakeholders with checkboxes to flag three signals before the day starts
A decision screen: an email from the CEO asking for a deck by Friday, three reply options, the trust, awareness, capital and resource counters and the day's schedule on the right
The day's debrief: an index of 26 out of 40, a radar chart and the four metrics of the day with short comments
Design decisions

The problem

On day one a new manager gets a stream rather than a task list: emails, meetings, people with their own agendas. Decisions are made in minutes and surface weeks later. A workshop cannot reproduce that: it teaches correct answers, and here there are none.

Why it works this way

Not a right answer, but a price

Four meters instead of a score: trust, awareness, capital, resource. Every choice raises one and lowers another, so the player weighs trade-offs instead of guessing.

A bet placed before the day starts

In the morning the player flags three signals they think matter. In the evening they compare that guess with what actually mattered. A reflective loop, not a knowledge check.

Time as pressure

A clock in the header, an episode counter, deadlines inside the emails. The rush is not decoration: it is the reason day one is hard in the first place.

The model behind it

Merrill’s principles: learning happens when someone works on a real problem, draws on prior experience, applies a solution and transfers it into their own practice. That is why there is no introductory theory here – the player lands inside the working day, and the debrief arrives after the decision rather than before it.

TrustAwarenessCapitalResource
Commit right away▲––▼
Clarify before committing▼▲––
Ask to move the deadline▼–▼▲
Consequence matrix: one episode, three replies
08:30 · briefingflag three signals11 episodesdecisions on the clockevening · comparisonwhat actually matteredthe bet gets revised
The daily loop: a bet in the morning, a comparison at night
09:42 · email from the CEOa deck by FridayCommit right away11:15 · 1:1 with Maximthe team hears the deadline from youand has time to re-planClarify first11:15 · 1:1 with Maximthe talk is about priorities,not about datesAsk to move it11:15 · 1:1 with Maximthe change was announced without you,trust drops
Branching map: how one reply changes the next episode. Drawn to explain the mechanic.

How it was tested

I watched where players stalled and which options nobody picked: an ignored branch means the choice reads as obvious, and the wording needs rewriting. Separately I checked whether the morning bet changes after the evening comparison, which is the sign that the reflective loop worked. The actual figures are covered by an NDA.

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Lectures and video production

Lectures for Right Hemisphere of an Introvert

I worked with the platform part-time, carrying a lecture from the topic to the release. These eight drew the most views of the ones I made, and the platform picked them up for its ad campaigns. For each I found the material, built the structure, worked the outline out together with the lecturer, wrote the on-screen copy, briefed the designer, kept the edit sheet and handled the revisions after the editor and the sound engineer – all the way to release. History, psychology and the sociology of religion. All eight are in Russian.

I design the course and then I build it

Most instructional designers hand over a script and wait. I would rather assemble the thing myself. Structure, script and copy on one side; SCORM packaging, HTML prototypes, presentation layout and briefs for the designer and the editor on the other.

Doing both means I catch problems while they are still cheap to fix. A scene that reads well but cannot be shot, a screen with four ideas on it, a branch nobody will ever choose.

I have worked on corporate e-learning and on lectures for a mass audience. They teach you different things. A business course has to "survive" people who were told to take it; a public lecture has to survive people who can close the tab. But I judge both the same way: did anyone get to the end, and what changed afterwards.

  • Articulate Storyline
  • SCORM
  • HTML / CSS
  • PowerPoint
  • Instructional Design
  • Figma

Open to any form of collaboration: full-time roles, projects, consulting, or a one-off course or lecture series.

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