Executive Snapshot
This project redesigned onboarding for Customer Support agents handling internet and TV technologies, where mentor time was the primary operational bottleneck. I led a six-month initiative to replace large portions of shadowing and ad-hoc coaching with a structured, story-based eLearning system focused on solving real customer problems independently. The goal was to cut mentor involvement by 50% while maintaining technical accuracy and service quality.
Business Context & Performance Problem
New Customer Support agents required extensive mentoring to handle complex data-line issues (DSL, Fiber, 4G, Satellite, Cable TV). This created several business risks:
Senior agents were pulled away from live queues
Onboarding quality varied by mentor
Ramp-up time was difficult to predict or scale
Technical knowledge was delivered inconsistently
The organization did not need “more information.” It needed new hires who could resolve common issues autonomously.
Action Mapping (Diagnostic Backbone)
I used Action Mapping to align the solution tightly to on-the-job performance, not knowledge exposure.
Business Goal
Reduce mentor time during onboarding by 50% by enabling new hires to independently resolve common customer issues.
Critical On-the-Job Behaviors
New hires must be able to:
Identify the customer’s underlying technical problem
Select the correct troubleshooting path based on technology
Apply appropriate resolution procedures
Communicate clearly and confidently with customers
Know when and how to escalate or ask for help
Key Barriers Identified
Cognitive Overload
Too many technologies and edge cases introduced too early.
SME Knowledge Translation Gap
Experts struggled to simplify and prioritize information.
Unsafe First Practice
Early learning happened on live calls or via shadowing, increasing risk.
What Was Intentionally Excluded
Deep theoretical explanations of network architecture
Rare edge cases
Tool walkthroughs detached from customer context
The focus remained on frequent, high-impact problems.
Experience Modul 1
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Story-driven scenario
Introducing motivational context
Employing gamification
Solving realistic, on-the-job tasks
Ability to call for help
Assessment by solving tasks based on conversations recordings
Solution
The solution consisted of seven story-based eLearning modules with gamification elements, developed in Rise 360. This platform was chosen for its ability to handle large amounts of content efficiently while offering interactive exercises and quizzes.
Key Features:
Contextual, story-driven scenarios to enhance engagement.
Tasks based on real-world scenarios reflecting the most common customers' issues
Immediate feedback on learner actions to reinforce understanding.
Job aids integrated into the modules.
Story context
The course begins with a humorous Vyond video depicting a town struck by a storm, leaving residents without TV or internet. Learners take on the role of a hero tasked with helping the residents restore their services.
Structure
Each module focuses on a specific technology (e.g., DSL, FTTH, Sat TV).
Learners navigate customer conversations, solving problems through knowledge check interactions in Rise.
Support is provided through video guides and an imaginary mentor for learners who need assistance.
Feedback is given immediately after each action and at the end of conversations, linking choices to customer outcomes.
Constraints & Friction
This project operated under several constraints:
High technical complexity across multiple technologies
SMEs with deep expertise but limited instructional experience
A six-month delivery window
The need to scale onboarding without increasing mentor workload
These constraints required strong scope discipline and SME enablement, not just instructional design.
Options Considered & Rejected
Several alternatives were evaluated:
Extended shadowing / mentoring
 Rejected due to scalability and inconsistency.
Reference-heavy knowledge base
 Insufficient for decision-making under pressure.
Tool-centric technical training
Did not map well to customer conversations.
A scenario-first, decision-driven eLearning system was selected instead.
Design Strategy & Key Decisions
Key design decisions included:
Using a single narrative framework (storm-struck town)
→ Provided emotional engagement and coherence across modules.
Structuring modules by technology type, not by tools
 → Mirrored how problems appear in real calls.
Applying a test-then-tell (generation) approach
 → Forced learners to attempt solutions before instruction.
Embedding an “imaginary mentor”
→ Modeled escalation behavior without real-time support.
Implementation & Delivery
I led the project end-to-end:
Planned and managed a six-month delivery timeline
Coordinated a team of three SMEs
Designed the learning architecture and scenarios
Built prototypes, gathered feedback, and iterated
Developed and deployed the final solution in Rise 360
Published and assigned courses via Cornerstone LMS
To scale content creation, I:
Created SME templates and writing guides
Defined clear review and quality standards
Established weekly check-ins and shared task tracking
Learning Approach
The course design was guided by Michael Allen’s CCAF Model and elements of the ARCS Motivation Model:
Context: A humorous, story-driven scenario to set the stage and contextual tasks resembling the reality on the job as much as Rise 360 allowed.
Challenge: Learners solve real-world problems to help residents restore services.
Activity: Interactive multiple-step tasks, such as customer conversations and troubleshooting exercises.
Feedback: Immediate realistic, extrinsic feedback after some decision-making points and intrinsic feedback at the end of conversations to reinforce learning.
ARCS Model:
Attention: The humorous intro video and story captured learners’ interest. The "test-then-tell" approach (solving problems before theoretical content) kept them engaged.
Relevance: Real-life scenarios mirrored actual job tasks, making the content practical and meaningful.
Confidence: Challenging yet achievable tasks, supported by video guides and an imaginary mentor, boosted learners’ confidence.
Satisfaction: Gamified elements, such as a map showing saved areas of the town, and the hero narrative made the learning experience enjoyable and memorable.
Test-then-Tell method (Generation method)
To ensure learners are sufficiently challenged we used the generation method, by giving them a problem to solve before providing them instructions of how to solve them.Â
Outcomes, Signals & Learnings
Mentor time spent on the onboarding was cut by 50%. Impact data is currently being collected.Â
Early signals include:
High learner engagement and completion
Positive feedback from the Head of Customer Support
Improved SME capability in writing practical tasks and recording demos
What This Project Demonstrates About Me
I design onboarding around independence, not exposure
I translate expert knowledge into actionable decisions
I lead SMEs effectively through structured processes
I use storytelling and gamification to support cognition, not entertainment
I build learning systems that reduce operational load