Creation of new interactive applications for consumer insights
Hired as a consulting director of digital projects that spanned from their motion picture division to television. This turned out to be a situation where again, home dvd division didn’t know what film marketing or digital-online television was doing, not to mention operations. Each had their own silo, their own research and their own objectives. Trying to get divisions to work together was asking a favor of others, rather than an imperative to achieve higher levels of performance. My core function was to work across divisions to bring insights and guide design input to interactive applications that would be the beginning of a consumer media database.
What was critical was to understand what the film corporation understood about its customers. Understanding that the film and television divisions of the company was a manufacturer of content and not the final retailer. And film, television, and home theater divisions were not happy about the news division of Fox. This rift permeated through out the organization. Regardless, work was done to design data capture applications that were exciting and engaging, while analyzing audience demographics across various social platforms. In the end, working across film and television upped my game in terms of digital creative products.
Compelling Event: Low Digital Conversion and High Marketing Costs
The brief section provides a concise summary of the learning design project, including the objectives, target audience, and key deliverables. It sets the stage for the rest of the portfolio by outlining the scope and purpose of the project.

Target: Mid-level management of film and television promotions in sales and operations. This included setting standards for vendors as well.
Objectives: Design and deploy exemplars for digital marketing to capture consumer interest and sentiment to deliver more precise marketing and reduce dollar spend on ineffective promotions. To help organization learn about consumers and develop agile marketing skills.
Deliverables: Coordinate with digital marketing and operations to develop consumer data capturing applications while driving box office and television engagement. Utilize big data services to analyze how consumers create and distribute promotional materials through interactive applications.
This section delves into the theoretical foundations and principles of learning science that inform the design. It includes:
- Theories and Models: Explanation of the learning theories and models applied (e.g., Persuasion Knowledge Model, Theory of Mind, Shared Schema’s).
- Research and Evidence: Summary of relevant research and evidence that supports the chosen approach.
- Learner Analysis: Insights into the characteristics, needs, and preferences of the target audience.

Research and Evidence: Previously as social media manager for an international software firm, my focus was on analytics and providing real proof of engagement.
Theories and Models: Here I looked at theories of social contagion, social capital, and social interdependence theory was leveraged in their social and digital analysis capture and reporting.
Learning Analysis: The opportunity to deploy social and digital applications blocked by each silo and each division trying to level the field of the other division in terms of data accessibility. While being able to analyze major films and television was interesting, it also was foundational in bringing data capture applications to life.
Here, the focus is on the practical steps taken to design and develop the learning materials. This includes:
- Instructional Design: Detailed description of the instructional strategies and methods used.
- Content Development: Process of creating and organizing the content.
- Technology Integration: Tools and platforms used to deliver the learning experience.
- Prototyping and Testing: Iterative process of creating prototypes and testing them with users.

Instructional Design: Working with various teams and outside vendors required extensive work sharing ideas and proposals to applications. Each app had to garner insights, capture data, as well as move the need in terms of promotions. So collaboration at each stage of development was required.
Technology Integration: The majority of training was delivered in person, yet the account insights required extensive development of backend technology which was developed from engineers and directors of operations that consolidated the over dozen data silos in the organization.
Content Development: Developing content was organizationally challenging as intellectual property was as siloed as the company. Therefore legal was involved in some of the most basic decisions as well as public relations. Stars had in some cases OK the decision to have prizes that involved any work or interaction. This pushed most graphic content to be generated by outside vendors within guidelines set by production.
Prototyping and Testing: Each application had to be prototyped and tested before going live. As these apps were web-based but mobile friendly, the plethora of web mobile browsers were tested. Once tested and functional, the application had to meet and integrate with social platforms and stylistically with film or shows brand identity.
This section evaluates the effectiveness of the learning design and its impact on the learners. It includes:
- Assessment Methods: Description of the assessment tools and techniques used to measure learning outcomes.
- Data Collection and Analysis: Methods for collecting and analyzing data to evaluate the impact.
- Results and Findings: Summary of the evaluation results and key findings.
- Impact on Learners: Discussion of how the learning design has affected the learners’ knowledge, skills, and attitudes.

Learning Impact: Understanding how consumers share content and how organizations use that behavior as a way to promote product, was essential in deriving value.
Assessment Tools: Many tools were used to measure success, this included basic database files from logs, to big data analytics to track reach of application sharing.
Data Analysis: Each application had a back-end database to capture interaction and engagement. These were benchmarked against other campaigns and promotions to provide a vector of growth.
Evaluation Results: There were several applications in both television and in film. The findings were that if silos could be busted, and divisions collaborated, insights could be leveraged to increase promotions and engagement.
Reflecting on the project, this section highlights the key lessons learned throughout the process. It includes:
- Challenges and Solutions: Description of the challenges faced and how they were addressed.
- Successes and Best Practices: Identification of what worked well and best practices for future projects.
- Recommendations for Improvement: Suggestions for improving the design and development process in future projects.

Challenges: Beyond just the organizational dysfunction, teams were not empowered to work synergistically. Thus executives including the CIO and SVP of Operations had to be involved to get data shared.
Best Practices: Developing interactive applications, organically you have to be as transparent as the organization allows. This internally should not be a hard lift, but when working with 3rd party vendors it requires collaboration systems that have very strict ways of sharing data that should be more human focused than technology based.
Recommendations: Ascertain the exemplars first. Build a library of interactive applications and promotions that outperformed. Organizational memory is critical, and must be a muscle that teams both rely on as well as build into. (see Artifacts).
The final section showcases the tangible artifacts and elements that make up the portfolio. This includes:
- Sample Materials: Examples of instructional materials, such as lesson plans, multimedia content, and assessments.
- Design Documents: Documentation of the design process, including storyboards, wireframes, and design specifications.
- Evaluation Reports: Reports summarizing the evaluation findings and impact assessments.
- Learner Feedback: Testimonials and feedback from learners who participated in the project.

Links:
Social Insight Report Brief & Learning Evaluation
Tools: Radian6, Excel, Powerpoint…
Emerging Trends Deck for Fox Executives
Tools: Google Analytics, Keynote, Excel
Dr. Kaufman Questions for interactive developers
Tools: Keynote, Grammarly, Claude.AI…







































