> Kit 13 · Don't Click · 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 | **The credential harvest** | sso-portal notice: password expiring in 24h | click, report or inspect | inspects domain: report — harvest averted | clicks through to 'renew' | consequence: the harvest replays; the tell (lookalike domain) is circled after |
| 2 | **The trivial fee** | €1.89 shipping fee on a package you don't remember | pay, ignore or inspect | inspects: no order exists — report | pays to make it go away | consequence panel: the €1.89 was the card capture; trivial is the tactic |
| 3 | **CEO gift-card fraud** | urgent gift-card request, 'in a meeting, don't call' | verify out-of-band or comply | channel-switch verification: fraud flagged | complies under authority pressure | consequence: the timestamp tactic exposed — urgency and isolation were the tells |
| 4 | **The genuine email** | colleague's real meeting-reschedule with an odd-looking link | flag or clear | cleared with evidence: internal domain, expected context | flags everything suspicious-looking | the trust panel: false flags destroy the reflex's value — precision is the skill |

## Retry design

The drill re-deals inboxes on retry; each family's tells are revealed only after the decision commits.

## Debrief plan

Debrief scores the four reflexes per email and names the one that was missed — slogans are never used.
