Portfolio Overview

I design learning systems. I build the tools to run them.

My work sits at the intersection of instructional design and applied AI development — two disciplines that are more powerful together than either is alone.

For over a decade I’ve worked with organizations to close performance gaps, build leadership capability, and design learning experiences that produce measurable results. That work is grounded in the frameworks that hold up under scrutiny: Gilbert’s Behavior Engineering Model, Bloom’s Taxonomy, Kirkpatrick’s Four Levels, ADDIE. Not as talking points — as the actual architecture behind every deliverable I produce.

What’s changed is what I can build with those frameworks.

The AI tools above are working instruments, not mockups. Each one encodes a piece of instructional design practice that used to require hours of consultant time — a structured needs analysis, a full content development package, a coached practice simulation with a scored debrief. They run on a live language model, they’re deployed on this site, and they’re available for anyone to use right now.

That capability — knowing the theory well enough to build systems around it — is what I bring to an organization.


From the portfolio: formal ID practice

The work below represents a different layer of the same discipline — the documented design process behind real learning programs. Where the AI tools show what I can build, these artifacts show how I think: needs analysis reports, design documents, evaluation frameworks, and instructional strategies developed for graduate coursework at Purdue University and applied in professional contexts.

The first artifact is an Online Teaching Strategy developed for an online course designed to help instructors and administrators diagnose and improve course quality — the kind of systemic thinking that sits behind effective learning design at scale.

Below is a storyboard for improving a historical simulation game used in a high school:

This version contains detailed references to the scope of the work to determine what items were to be kept in the final production of the game, saving thousands of hours of design and development:

Instructional materials to promote learning and retention after training session:

Instructional materials explaining expertise in Instructional Design: