> Kit 11 · Checkout Zero · deliverable · designed and built by Wayne — instructional design portfolio

## Design premise

A text-based storyboard, written before any code: every scene is a decision with a consequence, not a slide. The plan below is the build contract — scene count, interaction logic, feedback placement and the debrief arc.

## Scene plan

| # | Scene | On screen | The learner decides | Right path | Tempting path | Consequence shown |
|---|---|---|---|---|---|---|
| 1 | **First customer, empty queue** | greeting moment, no pressure | full exchange or minimal scan | full exchange — habit installed early | minimal scan 'while it's quiet' | queue builds; the habit that was skipped is the one needed at rush |
| 2 | **The five-deep queue** | queue visible, pressure rising, chatty regular at the belt | rush or hold pace | acknowledges regular, keeps pace, queue moves | cuts the regular off, fumbles scan | dignity-speed panel: rushed was slower AND cost trust |
| 3 | **The price check** | system flags a mismatch, queue sighs audibly | defuse or transmit panic | calm hold: 'one moment, sorting it now' | apologizes frantically, re-rings everything | customer-consequence panel: panic is contagious; calm is a skill the queue can feel |
| 4 | **End of shift debrief** | moment replay list with dignity/speed marks | review the pattern | names the pattern in own words | blames the queue | debrief scores the pattern across the shift, not the individual moments |

## Retry design

Any moment is replayable from the shift start; the debrief contrasts the rushed and calm versions of the same moment.

## Debrief plan

Debrief scores dignity and speed as separate tracks and proves their alignment (or trade) per moment.
