π Lesson 4: Think Like a Course Designer β Objectives, Audience & Storyboards
Before you touch Rise or Storyline, the most valuable work happens on paper. Great e-learning isn't about fancy interactions β it's about the right person learning the right thing. This lesson gives you the tool-agnostic design foundations that separate professionals from button-pushers: knowing your audience, writing real objectives, and storyboarding before you build.
π What You'll Learn
By the end of this lesson, you will be able to:
- Explain why designing before building saves time, money, and rework
- Analyze your audience and decide whether training is even the right answer
- Write clear, observable learning objectives
- Chunk and structure content, and sketch a simple storyboard before authoring
β±οΈ Estimated Time: 40 minutes
π― Project: Write two or three learning objectives and a one-row storyboard for your capstone topic. Paper, a doc, or a spreadsheet β no software needed.
In This Lesson
πΊοΈ Why Design Before You Build
Imagine building a house by grabbing lumber and a hammer, no blueprint. You'd get something β and then discover the kitchen has no door and you built the stairs twice. Jumping straight into Rise or Storyline without a plan works exactly the same way. You build, you realize the content's in the wrong order, you rebuild. In the field this is called rework, and it's the single biggest time-sink for new authors.
Designing first is cheap; rebuilding is expensive. A page of objectives and a storyboard cost you an afternoon. Discovering halfway through a finished Storyline project that the whole thing is aimed at the wrong audience costs you the project. This is why the practice is called instructional design β design comes first, on purpose.
audience & problem"] --> B["π― Objectives"] B --> C["π Storyboard"] C --> D["π οΈ Build
Rise / Storyline"] D --> E["π¬ Review"] E --> F["π Publish"] style A fill:#fed7aa,color:#1e293b style B fill:#fde68a,color:#1e293b style C fill:#bbf7d0,color:#1e293b style D fill:#bfdbfe,color:#1e293b style E fill:#c7d2fe,color:#1e293b style F fill:#fecaca,color:#1e293b
Figure 1 β The design pipeline. Building is only step four; the first three steps are what make it succeed.
π§ Mindset
It feels productive to open the software and start making things β that's the fun part, and paper can feel like a detour. But the hour you spend on objectives and a storyboard is the highest-leverage hour of the whole project. You're not being slow; you're being professional. Every experienced designer has learned this the hard way at least once. Learn it the easy way instead.
π₯ Your Audience & the Real Problem
Two questions come before everything: Who are these learners? and what problem are we actually solving?
Know your audience. A course for brand-new hires is worlds apart from a refresher for 20-year veterans. Ask: What do they already know? What's their reading level and comfort with technology? What devices will they use (phones on a warehouse floor? desktops in an office?)? What's in it for them β why should they care? The answers shape your tone, your examples, your length, and even your tool choice from Lesson 3.
Is training even the answer? This is the question that marks a real designer. Sometimes people aren't underperforming because they don't know how β they know fine, but the process is broken, the tool is confusing, or nobody told them it mattered. A course can't fix a bad form or a missing incentive.
β οΈ Don't build a course for a non-training problem
If the real issue is a clunky system, unclear expectations, or no time to do the task right, a beautiful course won't move the needle β and you'll be blamed when the numbers don't change. Diagnose first. When training genuinely is the answer (people lack knowledge or skill), you're in the right place. When it isn't, saying so is one of the most valuable things you can do.
Why this matters: everything downstream β objectives, structure, media, assessment β points back to a specific audience and a specific problem. Get these two right and the rest of the design almost writes itself.
π― Writing Learning Objectives
A learning objective is a plain promise: "By the end, learners will be able to ______." The blank is the important part β it should be something you can observe. If you can't tell whether a learner did it, you can't teach to it or assess it.
The trick is choosing observable verbs. "Understand fire safety" sounds fine but you can't see "understand." Compare:
| Vague (hard to measure) | Observable (you can see it) |
|---|---|
| Understand the expense policy | Identify which expenses are reimbursable |
| Know how to use the extinguisher | Demonstrate the PASS technique in a simulation |
| Be aware of phishing | Classify emails as safe or suspicious |
π‘ A light nod to Bloom's: Educators often use "Bloom's Taxonomy," a ladder of verbs from simple to complex β remember, understand, apply, analyze, evaluate, create. You don't need to memorize it. Just reach for a verb that matches how deeply learners need to engage: "list" for recall, "apply" or "demonstrate" for doing, "evaluate" for judgment.
β A quick objective test
Read your objective and ask: "Could I watch a learner and tell whether they did this?" If yes, it's observable. If you wrote "understand," "know," or "be aware," swap in a verb you can see β and your quiz questions will practically write themselves later.
π§± Structuring & Chunking Content
Once you know your objectives, you organize the content to reach them. Two ideas do most of the work.
Chunking. Human working memory is small. A wall of ten concepts overwhelms; the same ten grouped into three tidy sections is learnable. Break content into bite-sized, logically grouped pieces β one clear idea per screen or block. Your Lesson 3 tool choice helps here: Rise's blocks and lessons chunk naturally; in Storyline you chunk across slides and scenes.
The four stages. A reliable rhythm for teaching almost anything:
explain the concept"] --> B["π Show
model an example"] B --> C["π Do
let them practice"] C --> D["β Assess
check they got it"] style A fill:#fed7aa,color:#1e293b style B fill:#fde68a,color:#1e293b style C fill:#bbf7d0,color:#1e293b style D fill:#bfdbfe,color:#1e293b
Figure 2 β Tell / Show / Do / Assess: a dependable teaching rhythm for each chunk of content.
Notice that "Do" and "Assess" are where interactivity earns its place β a practice activity, a scenario, a quiz. A common beginner mistake is to Tell and Tell and Tell, then bolt a quiz on the end. Balancing the four stages is what makes a course feel like learning rather than reading.
π Storyboarding Before You Author
A storyboard is a simple document β often just a table β that plans each screen before you build it. It's your blueprint. It answers, screen by screen: what does the learner see, what does it say, what do they do, and which objective does it serve? You can sketch it in a doc, a spreadsheet, or on paper.
| Screen | On-screen text / visual | Narration / script | Learner action | Objective |
|---|---|---|---|---|
| 1 β Intro | Title + a workplace photo | "Welcome. In the next 10 minutes you'll learn to spot a phishing email." | Click Start | β |
| 2 β Concept | Three warning signs, one per line | "Every phishing attempt shares a few tellsβ¦" | Read / tap to reveal | Classify emails |
| 3 β Practice | An email; Safe / Suspicious buttons | "Your turn β is this one safe?" | Choose, get feedback | Classify emails |
Figure 3 β A simple three-row storyboard. This is all it takes to save yourself hours of rebuilding.
π‘ Why the storyboard is worth it
A storyboard lets you (and a subject-matter expert, or your boss) catch problems while they're free to fix β a missing step, a confusing order, a wobbly objective. Rearranging a row in a table takes seconds; rearranging finished Storyline slides takes an afternoon. It also becomes your build checklist: when you finally open the tool, you're assembling, not inventing.
βΏ Accessibility From the Start
Here's a habit that will make you stand out: plan for accessibility now, not as a last-minute patch. Accessible design means learners who use screen readers, keyboards, captions, or high contrast can complete your course too β and it's often a legal requirement, not a nice-to-have.
You don't need the full picture yet (Lesson 19 goes deep). But baking a few questions into your storyboard costs nothing and saves a painful retrofit later:
- Does every image that carries meaning have a plan for alt text?
- Does any audio or video need captions?
- Can the learner do everything with a keyboard, not just a mouse?
- Are you relying on color alone to make a point? (Add a label or icon too.)
Why this matters: retrofitting accessibility into a finished course is one of the most dreaded jobs in the field. Designing it in from the storyboard stage is easy β and it's simply better design for everyone.
π― Try It: Design Your Course
ποΈ Activity: Objectives and a one-row storyboard (no software)
Objective: Turn your capstone topic into the beginnings of a real design β the foundation you'll build on in later lessons.
Steps
- Name your audience in one line: who are they, and what do they already know? (β±οΈ 3 min)
- Sanity-check: is training the right answer for this topic, or is it a process/tool problem? Write one sentence. (β±οΈ 2 min)
- Write 2β3 learning objectives in the form "By the end, learners will be able toβ¦" β using observable verbs. (β±οΈ 5 min)
- Build a one-row storyboard for a single screen: on-screen text, narration/script, learner action, and which objective it serves. (β±οΈ 5 min)
- Add one accessibility note (alt text? captions? keyboard?) to that row. (β±οΈ 2 min)
π‘ Hint
Stuck on verbs? Try: identify, list, describe, classify, apply, demonstrate, compare, choose, calculate, evaluate. If your objective starts with "understand" or "know," you're allowed β just rewrite it with one of those instead, and it'll be measurable.
β Activity Complete Whenβ¦
- You've described your audience in a sentence
- You've confirmed training is the right response (or noted if it isn't)
- You have 2β3 objectives written with observable verbs
- You have a one-row storyboard with an accessibility note
π― Quick Quiz
Question 1: Which of these is the best-written learning objective?
Question 2: A manager asks for a course because a team keeps making the same mistake. What should a good designer check first?
π Learning Journal
Keep the habit going. After each lesson, jot down:
- Key concepts you learned
- Things that clicked for you
- Questions or confusion points to revisit
- Ideas you want to try
- Your progress and how you feel about learning this
βοΈ This lesson's prompt: Write your 2β3 learning objectives for your capstone topic, plus one line describing your audience. Keep this entry handy β you'll reuse these exact objectives when you plan and build your capstone in Lessons 23 and 24.
π Lesson Summary
π Key Takeaways
- Designing before building prevents costly rework β the plan is the highest-leverage part of a project.
- Start with the audience and check whether training is even the right answer to the problem.
- Write objectives as observable "learners will be able toβ¦" statements using verbs you can see.
- Chunk content, teach with Tell/Show/Do/Assess, storyboard each screen, and plan accessibility from the start.
π What You've Accomplished
You've learned the part of e-learning that has nothing to do with any tool β and everything to do with whether a course actually works. Audience analysis, observable objectives, chunking, and storyboarding are the same skills a senior instructional designer uses every day. You now design like a professional, not just build like one.
β Common Questions at This Stage
Isn't storyboarding overkill for a short course?
For a truly tiny piece you can keep it light β even a few bullet points count. But the habit scales: the longer or more branching the course, the more a storyboard saves you. Starting small on real projects is a fine way to build the habit.
Do I write objectives for the learner to see, or just for me?
Both, in different forms. Your working objectives guide your design and assessment. You'll often also show learners a friendlier "what you'll learn" version at the start β much like the card at the top of this very lesson.
What if my subject-matter expert just hands me a pile of content?
That's common. Your job is to shape it: pull out the objectives, chunk it, and storyboard it into a learning experience. The storyboard is also the perfect artifact to send back to the expert to confirm you've got it right before you build.
π Looking Ahead
In Lesson 5, you finally start building β this is where you'd start your trial. You'll create your first Rise 360 course, add lessons and blocks, set a theme, and preview it responsively on a phone.
β Before the Next Lesson
- Complete the Try It: objectives + a one-row storyboard for your topic
- Write your journal entry with your objectives and audience
- If you haven't yet, get ready to start your 30-day trial (Lesson 2) β Part 2 is hands-on
π Additional Resources
- Lesson 3 β revisit the tool decision now that you have objectives
- Course Glossary β objective, storyboard, chunking, and more
- E-Learning Heroes β templates and articles on instructional design
π Encouragement for the Journey
You just did the invisible work that most people skip β and it's exactly the work that makes courses land. With a plan in hand, building becomes the joyful part. Take a breath, ready your trial, and let's make your first real course in Lesson 5.