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02 Interactive Learning Experience 沉浸式互动学习体验

The Speech

An interactive learning experience for speech & presentation skills — one speaker, four decisions, many voices.

面向演讲与表达能力的互动学习体验——一位演讲者,四个决定,众多声音。

The Speech — immersive branching-narrative hero
Project Snapshot

At a glance

项目概览

Role
角色
Learning Experience Designer, Developer & Product Thinker
学习体验设计师、开发者与产品思考者
Project Type
项目类型
Immersive Simulation + SaaS Product Concept
沉浸式模拟 + SaaS 产品概念
Audience
受众
Secondary / tertiary learners; teachers; L&D teams
中学 / 高校学习者;教师;学习发展团队
Learning Goal
学习目标
Make a speech that captures attention, builds structure, persuades, and sticks.
完成一场能抓住注意、建立结构、说服他人、留下印象的演讲。
Product Concept
产品概念
Multi-role learning platform: learner experience + teacher insights + institutional data
多角色学习平台:学习者体验 + 教师洞察 + 机构数据
Tools
工具
HTML · CSS · JavaScript · Figma · Premiere · Chart.js
Delivery
交付
Self-contained web experience with branching narrative, layered audio/video, and analytics concept pages.
包含分支叙事、分层音视频与分析概念页的自包含网页体验。

Independent project — designed, developed, deployed and published by Yilin Wu / Yiklam Studio.

独立项目 — 由 Yilin Wu / Yiklam Studio 独立设计、开发、部署并上线。

The Learning Problem

Speech is hard to practise safely

演讲很难安全地练习

Traditional speech teaching often gives learners scripts to memorise, but little room to experiment. When a speaker tries a weak opening or a flat ending in front of a real audience, the cost is public and immediate.

传统演讲教学常让学习者背稿,却很少给他们试错空间。当一名演讲者在真实听众面前尝试一个乏味的开场或平淡的结尾时,代价是公开且即时的。

The Speech was built to create a low-stakes, high-feedback environment: learners make real choices inside a cinematic scenario, see the consequences, and learn why one choice works better than another.

The Speech 旨在创造一个低风险、高反馈的环境:学习者在电影感场景中做出真实选择,看到后果,并理解为什么一种选择优于另一种。

The Speech arrival screen
The Learning Experience

Understand → Plan → Practise → Receive Feedback → Improve

理解 → 规划 → 练习 → 接收反馈 → 改进

The experience is structured as four decision points inside one continuous scenario. Each stage isolates a different speaking skill, gives the learner a choice, then reveals the consequence.

整个体验被设计为一个连续场景中的四个决策点。每一阶段聚焦不同演讲技能,让学习者做出选择,然后揭示后果。

01

CARE · Make them care

在意 · 让他们在意

The opening must earn attention. Learners choose between a polite greeting, a topic announcement, or a high-stakes hook.

开场必须赢得注意。学习者在礼貌问候、主题宣告与高利害钩子之间选择。

Framework: CONFLICT · SURPRISE · STAKES
02

FOLLOW · Make them follow

跟得上 · 让他们跟得上

Once the audience is listening, the speaker must signpost the path: First → Then → Finally.

一旦听众开始倾听,演讲者必须用路标引导路径:首先 → 然后 → 最后。

Clear signposting beats a vague overview.
03

CHOOSE · Make them choose

说服 · 让他们选择

Learners order four sentences to build a persuasive argument: Claim → Reason → Evidence → Resolution.

学习者将四句排序以构建说服论证:主张 → 理由 → 证据 → 落点。

A speech isn't a list — it's a path.
04

REMEMBER · Make them remember

记得 · 让他们记得

The closing must leave a seed. Learners decide between a simple END, a conventional CLOSE, or an OPEN ending that starts something.

结尾必须留下种子。学习者在简单“结束”、常规“收尾”与能开启新事的“开启”之间选择。

A good ending is a new beginning.
Inside the Experience

The learner journey, screen by screen

学习者旅程,逐屏呈现

One continuous scenario moves the learner from a cinematic arrival, through a mission map, and into four decision stages. Swipe through the real screens below.

一个连续场景引导学习者从电影感抵达、经过任务地图,进入四个决策阶段。滑动浏览下方真实画面。

The Speech arrival screen
01 · Arrival
01 · 抵达
Meridian City, 02:17 — the crisis begins.
Meridian City,02:17——危机开始。
The Speech mission map
02 · Mission Map
02 · 任务地图
Four stages, one speech: CARE → FOLLOW → CHOOSE → REMEMBER.
四个阶段,一场演讲:在意 → 跟得上 → 说服 → 记得。
The Speech stage 01 CARE choices
03 · Stage 01 — CARE
03 · 阶段一 —— 在意
Choose an opening that earns attention.
选择一个能赢得注意的开场。
The Speech stage 02 FOLLOW choices
04 · Stage 02 — FOLLOW
04 · 阶段二 —— 跟得上
Signpost the path so the audience can follow.
用路标引导路径,让听众跟得上。
The Speech stage 03 CHOOSE ordering
05 · Stage 03 — CHOOSE
05 · 阶段三 —— 说服
Order four sentences into a persuasive argument.
将四句话排序,构建说服论证。
The Speech stage 04 REMEMBER choices
06 · Stage 04 — REMEMBER
06 · 阶段四 —— 记得
Choose an ending that leaves a seed.
选择一个能留下种子的结尾。
Product Behind the Experience

One experience, multiple roles

一个体验,多重角色

The same activity generates different value for different people. The learner practises, the teacher coaches, the programme owner tracks — all from one experience.

同一活动为不同的人创造不同价值:学习者练习、教师指导、项目负责人追踪——都来自同一个体验。

Learner
学习者

Practice & experience

练习与体验

  • Completes activities and makes real choices inside the scenario.
  • 在场景中完成活动、做出真实选择。
  • Receives immediate, consequence-based feedback.
  • 获得即时、基于后果的反馈。
  • Develops a speaking strategy to transfer to real situations.
  • 形成可迁移到真实场景的表达策略。
Teacher / Instructor
教师 / 讲师

Feedback & progress

反馈与进度

  • Sees how the class performs at each stage.
  • 看到班级在每个阶段的表现。
  • Identifies weaknesses and which stage needs scaffolding.
  • 识别薄弱点与需要支架的阶段。
  • Gives targeted feedback where it matters.
  • 在关键处提供针对性反馈。
Admin / Programme
管理员 / 项目负责人

Data & insights

数据与洞察

  • Sees cohort-level data, not just individuals.
  • 看到群体级数据,而非个体。
  • Monitors completion and identifies learning patterns.
  • 监控完成率、识别学习模式。
  • Uses signals to inform curriculum and product decisions.
  • 用信号指导课程与产品决策。

Product concept / SaaS architecture only. Backend analytics are mocked for portfolio demonstration.

产品概念 / SaaS 架构示意。后台分析为作品展示模拟数据。

Product Analytics Concept

Learner → Activity → Performance → Insight → Intervention

学习者 → 活动 → 表现 → 洞察 → 干预

The analytics layer turns raw activity into teaching action. This is a product analytics concept — the data is simulated for portfolio demonstration, but the flow is the real design thinking behind a learning platform.

分析层将原始活动转化为教学行动。这是一个产品分析概念——数据为作品展示模拟,但这一流程正是学习平台背后的真实设计思路。

01

Learner

学习者

Every choice inside the scenario is a signal.

场景中的每个选择都是一个信号。

→
02

Activity

活动

Taps, ordering, attempts, time on stage.

点击、排序、尝试次数、阶段时长。

→
03

Performance

表现

Score, completion, failure triggers.

分数、完成率、失败触发点。

→
04

Insight

洞察

Where learners struggle, and why.

学习者在哪里卡住、为什么。

→
05

Intervention

干预

Feedback, scaffolding, curriculum decisions.

反馈、支架、课程决策。

2,486
Learners
学习者
78.4%
Completion
完成率
72.6
Avg Score
平均分
14m
Session Time
平均时长
The Speech insights dashboard

What the data reveals

数据揭示了什么

  • Scaffolding matters: Stage 03 (CHOOSE) is the highest-friction stage — 32% failure, 1.9 avg attempts.支架很重要:第三阶段(说服)摩擦最大——32% 失败率,平均 1.9 次尝试。
  • Once they start, they finish: 78.4% of learners who reach Stage 01 complete the full experience.开始就会完成:78.4% 到达第一阶段的学习者会完成整个体验。
  • The framework travels: Learners connect the experience to IELTS, presentations, interviews, and team communication.框架可以迁移:学习者将体验与雅思、演讲、面试和团队沟通联系起来。
The Speech analytics demo

⌀ Simulated / illustrative data — portfolio demo only.

⌀ 模拟 / 示意数据 — 仅用于作品展示。

System Architecture

From single activity to learning system

从单一活动到学习系统

The architecture separates the learner-facing experience from the data and feedback layers. This separation is what lets the same activity serve students, teachers, and platform managers.

架构将面向学习者的体验与数据、反馈层分离。正是这种分离让同一活动能同时服务学生、教师与平台管理者。

01

Learning Experience — cinematic scenario, four stages, choices

学习体验 — 电影感场景、四个阶段、选择

02

Interaction — taps, ordering, replay attempts, time on stage

交互 — 点击、排序、重玩尝试、阶段停留时长

03

Data — scores, funnel, failure triggers, replay signals

数据 — 分数、漏斗、失败触发点、重玩信号

04

Feedback — immediate to learner; aggregated to teacher

反馈 — 即时反馈给学习者;聚合后给教师

05

Learner / Teacher / Platform Value — practice, insight, decision

学习者 / 教师 / 平台价值 — 练习、洞察、决策

Responsive by Design

One experience, every screen

一个体验,适配每个屏幕

The experience is designed for the device in front of it — not a scaled-down desktop. Desktop offers cinematic breadth; mobile reflows the same content into a touch-first, thumb-reachable layout.

体验为其面前的设备而设计——而非桌面版的缩小。桌面端呈现电影感的全景;移动端将同样内容重排为触控优先、单手可达的布局。

The Speech desktop arrival screen
The Speech mobile arrival screen
Design + Development

Experience design + technical build

体验设计 + 技术开发

Experience Design

体验设计

  • Learning flow: four stages mapped to attention, comprehension, persuasion, closing
  • 学习流程:四阶段对应注意力、理解力、说服力、结尾
  • Interaction: one decision per screen, consequence-first feedback, replay loop
  • 交互:每屏一个决策、后果优先的反馈、重玩循环
  • Information architecture: mission map, stage lock/unlock, decision log
  • 信息架构:任务地图、阶段解锁、决策记录
  • Visual design: cinematic dark UI with layered audio/video, grain, vignette
  • 视觉设计:电影感暗色界面,分层音视频、颗粒、暗角

Development

开发

  • Frontend: vanilla HTML/CSS/JavaScript, no framework dependency
  • 前端:原生 HTML/CSS/JavaScript,无框架依赖
  • Media layers: background videos, ambient audio, SFX, all controlled in JS
  • 媒体层:背景视频、氛围音、音效,全部 JS 控制
  • Responsive: first-class mobile re-layout, not just scaled-down desktop
  • 响应式:优先移动端重排,不只是桌面缩小版
  • Deployment: static files served from any static host
  • 部署:静态文件,可部署到任意静态托管
HTML CSS JavaScript Figma Premiere Chart.js
What I Built

Deliverables

交付物

Project Value

What this project demonstrates

这个项目体现了什么

01

Learning Experience Design

学习体验设计

A full learning arc from attention to transfer, supported by immediate feedback.

从注意力到迁移的完整学习弧线,由即时反馈支撑。

02

Interaction Design

交互设计

Choices have consequences; failure is recoverable and instructive.

选择有后果;失败可恢复且具有教学意义。

03

Product Thinking

产品思维

Same activity serves learner, teacher, and institution through data separation.

同一活动通过数据分离服务学习者、教师与机构。

04

Data-informed Learning

数据驱动学习

Simulated dashboards show how learning data can become teaching action.

模拟仪表盘展示学习数据如何转化为教学行动。

05

Multi-role System Thinking

多角色系统思维

Designed for learners, teachers, and platform managers from the start.

从一开始就为学习者、教师与平台管理者设计。

06

eLearning Development

在线学习开发

Custom frontend, layered media, responsive layout, and deployment.

自定义前端、分层媒体、响应式布局与部署。

Experience The Speech

体验 The Speech

Enter the story, make the four decisions, and see how the speech changes.

进入故事,做出四个决定,看看演讲如何变化。