My Instructional Design Philosophy
What Guides My Design Decisions
Presenting information isn't the same as building capability. I design for the moment a learner has to apply something, a sorting exercise, a scenario, a case study, because that's usually where I find out if the content actually landed. A scaffolded addiction medicine module and a motivational interviewing activity look different on the surface, but both are built around the same idea: didactic content sets people up, practice is where the learning happens.
Feedback matters more than most people give it credit for. Telling a learner they got something wrong is nowhere near as useful as telling them why, and I build that reasoning into feedback loops whenever I can, whether that's a categorization activity explaining why a behavior aligns with a principle or a reflection prompt asking someone to connect a concept back to their own caseload.
Online learners often get a thinner version of an experience their in-person counterparts take for granted. I've spent real time building simulation-based alternatives to close that gap, since equivalent access matters as much as equivalent content.
I come at design work with an evaluator's habits, largely because of my background in program evaluation. Every activity should tie back to something measurable, and I want to know whether it worked, not just whether it looked good.
A lot of my work has served people making high-stakes calls under pressure: drug court professionals, addiction medicine clinicians, child welfare practitioners. That context shapes what I build. It has to be accurate, it has to stick, and it has to actually change how someone responds to a person in front of them.