White Paper - Application of the Thiagi Four-Door Model
1. Application of the
Thiagi Four-Door Model
eLearning Guild Online Forum
29 January 2010
Russ Powell
Sun Learning Services, Sun Microsystems, Inc.
Brandon Carson
NetApp University, NetApp, Inc.
22 Jan 2010, v1.2
2. Contents
Background ................................................................................................. 1
Overview of the 4D Model............................................................................ 2
Library ..................................................................................................... 3
Playground .............................................................................................. 4
Café ........................................................................................................ 5
Evaluation Center .................................................................................... 6
Why Is This Important? ................................................................................ 7
Pros and Cons of the 4D Model ................................................................... 9
Sun's Experience with the 4D Model .......................................................... 11
Designing Sales Training ....................................................................... 11
Design Issues ........................................................................................ 12
Technical Issues .................................................................................... 14
Success................................................................................................. 14
Useful Feedback on the Model .................................................................. 15
Anecdotal Pilot Feedback ...................................................................... 15
Feedback from Reviewers at Brandon Hall Research ............................. 16
Top Five Recommendations/Lessons Learned........................................... 19
Where Can I Learn More? ......................................................................... 20
Presenter Biographies ............................................................................... 21
3. Sun Learning Services Application of the Thiagi Four-Door Model
Background
The Four-Door eLearning Sun has a global Sales operation with over 3,000 Sales Managers. Each
model helps training and non- Sales Manager is responsible for a team of Account Managers whose
training professionals build primary job is to find, win, and grow new customers. The Sales organization
interactive eLearning uses a specific sales methodology, but noticed that the sales teams are not
programs that address the performing in a consistent manner with proper documentation across all
needs of many types of
phases of the sales process as prescribed by the methodology.
learners relatively quickly and
cheaply. Each Sales Manager, although responsible for the performance of his or her
own team, also works as a sales person themselves. In fact, many Sales
Managers are top performers, and may have obtained their position because
they land in the top 10 percent of sales volume (they are often referred to as
the “Elite Sales Force”). This affords them little time to coach and mentor
their Account Managers, or even to follow closely the behavior and
performance of each Account Manager in their own day-to-day work.
The Sales organization brokers training through a vendor that also provides
the sales methodology. The training is offered periodically in classroom
settings. After spending significant sums of money and investing time to send
staff to class, the organization is not seeing increased performance in sales,
and/or increased accuracy in documentation.
Frustrated, the Sales organization asked Sun Learning Services to conduct a
performance analysis to try and uncover the root cause of the performance
problem and identify how to help increase performance while reducing the
cost of the classroom training.
The Four-Door eLearning In 2008, the Director of Sun Learning Service's Employee Training was
model was developed by Dr. introduced to Thiagi's 4-Door eLearning model. He felt this design model
Sivasailam “Thiagi” would help bridge the gap between the high cost of classroom training and
Thiagarajan. the lack of performance improvement that the business was suffering.
In this paper, we present a discussion of our application of the four-door
model—an application that has met with much initial success including kudos
from all major stakeholders, and requests to have more courses designed in
this format—as well as lessons learned and recommendations for
enhancements for future users.
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4. Sun Learning Services Application of the Thiagi Four-Door Model
Overview of the 4D Model
The Four-Door (4D) eLearning model, developed over the last few years by
Dr. Sivasailam “Thiagi” Thiagarajan, is a simple instructional design model
that helps training and non-training professionals build eLearning programs
that address the needs of many types of learners relatively quickly and
cheaply.
The “four doors” represent four different areas or components of the learning
environment:
• Library
• Playground
• Café
• Evaluation Center (a.k.a. Torture Chamber)
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Library
This area contains the content of the course or module—the information
required to master the learning objectives and to successfully complete the
final performance test. It typically contains pre-built or existing content:
videos, documents, slideshows, photos, audio files, etc. Learners are invited
to study the content in any sized chunks that they prefer.
Figure 1: Screenshot of the Library
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Playground
This area contains fast-paced frame-games that provide practice in recalling
and applying the content from the library. The frame-games typically require
the learner to type or choose short answers. Learners can play each frame-
game repeatedly at up to three levels of difficulty to increase fluency.
Figure 2: Screenshot of a Hangman game in the Playground
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Café
This area contains social learning activities. One common activity is the
open-question game which uses open-ended questions to encourage the
learner to reflect on the content presented in the library. Learners respond to
each question by typing an answer in a text box. When complete, the learner
can review the answers given by experts and fellow participants. The café
may also include other social-learning components such as wikis, blogs,
message boards, etc.
Figure 3: Screenshot of the Café
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Eva
Evaluation Center
This area, sometimes affectionately referred to as the Torture Chamber,
contains the performance test. Typically, instead of using multiple-choice
questions, the evaluation asks the learner to complete or participate in an
actual job-related assignment.
Figure 4: Screenshot of the Evaluation Center
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Why Is This Important?
In 2008, U.S. Companies spent Training professionals are looking for, and learners are demanding,
$56.2 billion on training alternatives to what has become a traditional eLearning format—PowerPoint
(Bersin). slideware souped up with an audio component. These programs are typically
rather linear and do not offer much control to the learner. Audiences grow
bored quickly with this form of passive “learning by listening” which leads to
the already high eLearning attrition rate.
In today’s economic situation with severe fiscal constraints, businesses are
seeking more flexible learning options to help cut costs, but are also
providing opportunities for higher levels of engagement. Thiagi’s 4D
approach offers a fresh and relatively inexpensive alternative that can be
very effective.
The model, depending on how it is implemented, offers almost total control to
the learner. They get to choose how they learn based on their preferences.
According to Thiagi, “If you...
• ...are a law-abiding type of participant, you may begin at the library
and proceed through the playground and the café to the torture
chamber.
• ...are a wild and impulsive participant, you may hop, skip, and jump
your way among the modules and sections. You may go to the
playground first, get trounced, find out what types of questions are
asked, and then work your way through the library.
• ...feel lucky (or have a bloated sense of self-esteem), you may skip
all of the studying, go directly to the torture chamber, and complete
the assignment.
• ...are a grasshopper, you may skim through the library, jump to the
café, enjoy the frame-games in the playground, and then return to
library for some serious studying.”
The frame-games in the playground provide review and practice
opportunities. The frame-games may not be sexy, but they offer the designer
an easy way to help learners engage with the content, and the learner an
addictive way to test their knowledge of the content.
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Well-crafted game items help learners to, among other possibilities:
• Recall and organize factual information
• Associate components with different stages and steps
• Emphasize critical features
• Identify major differences among concept classes
• Gain fluency in recalling information
Well-crafted game items help The café approaches Learning 2.0 in its purest form, learning through social
learners recall and organize interaction. and is more and more what Gen Y and the Millennials are
factual information, identify demanding. They tend to see this as the most profitable educational
major differences among experience, especially since most people learn by sharing.
concept classes, and gain
fluency in recalling The evaluation center contains the assessment instrument. For the learner it
information. provides a final opportunity to test their knowledge of the library’s content. In
an ideal situation the assessment simulates the real life scenario the learning
is based on.
To summarize, the 4D model combines the effective organization of online
documents (in the library), with the motivational impact of frame-games (in
the playground), the power of collaborative learning (in the café), and
authentic performance tests (in the assessment center).
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Pros and Cons of the 4D Model
Pros
In any given instructional • It is faster and cheaper than traditional models. One of the best
project the person who learns things about this model is that, with the right tools in place (i.e., a
the most is not the student good game generator, Web 2.0 tools such as blogs and chat rooms,
but the instructional designer. etc.), training professionals can put together instructionally savvy
In a course built using the eLearning programs quickly and inexpensively. It provides a lot of
four-door model, instead of bang for the buck and gives learners a great deal of control over how
the instructional designer they learn.
chopping up the content into • Students engage with the content more directly, more closely
appropriate chunks optimized simulating content-interactions in the real world. There is an old
for a mythical average learner adage that suggests that in any given instructional project the person
and disrupting the flow with who learns the most is not the student but the instructional
questions of trivial value, the
designer—the person who combs through the content, parsing and
learners are permitted to read
sorting as they go. In this model, instead of the instructional designer
the content in any sized
chopping up the content into appropriate chunks optimized for a
chunks that they prefer.
mythical average learner and disrupting the flow with questions of
trivial value, the learners are permitted to read the content in any
sized chunks that they prefer.
• The playground, for Gen X and Gen Y who grew up on Nintendo and
Playstation, offers a way to learn though the channels programmed
since childhood.
• Allows trainers and subject-matter experts to design, develop, and
deliver frame-games in a matter of minutes without any complex
programming requirements.
• The model in its simplicity offers a great deal of flexibility for how it is
applied.
Cons
If not planned well, the 4D Many of the drawbacks to the approach are merely the flip-side of some of
learner environment can be a the advantages. Some of the drawbacks include the following:
challenge to navigate.
• If not planned well, the 4D learner environment can be a challenge to
navigate. The learner may need to learn the user interface in order to
figure out where to begin. If the content in the library is extensive,
navigation and search components should be added.
• The frame-games reinforce basic knowledge components (the
cognitive domain of Bloom’s taxonomy). They do not provide a high-
level of simulation. Typically they should be paired with a simulation
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that more closely approximates real life (field-level work) with a well-
planned final activity in the Evaluation Center.
• If you do not have a game generator, or the game generator is
limited (e.g., it produces only closed question items, and not open-
question items), you may need to invest in game development
efforts.
• At first glance, simple models of the 4D approach are not well
received by audiences used to more glitz and glamour in their online
experiences. And it often costs a little extra to make the approach
look and feel attractive to users. The instructional approach may be
sound, but if it does not look good and function well, it may be tough
to get learners to participate.
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Sun's Experience with the 4D Model
Designing Sales Training
As we stated above, our primary goal was to deliver online training that
provided the learner with an enriching self-paced experience adaptable to
their specific skills and learning preference. Since this model had not been
delivered to this audience before, and since most of the target audience were
used to classroom training, we wanted to roll-out a pilot program first.
When deciding to use the 4D model, one of the biggest challenges is to
determine the learning environment in which to disseminate the content. We
were constrained by not having access to a regular web server, and by
needing to track learner completion in the company LMS. Without a web
server to build the course with, we decided to use Flash to produce self-
contained course modules. At the time we were designing the pilot, we were
not sure if there would be multiple courses using the same interface, but we
did want the design to be as reusable as possible. There are pros and cons
to using a Flash-based design approach in our environment:
Pros Cons
• The Flash web player is • It's more difficult to customize the
present on 98% of the “page types”. For example, if an ID
operating systems in the wants to have on screen objects
world. animate, it has to be authored in
• Flash enables rich and Flash, which may require authoring
dynamic interaction. tool expertise.
• Flash makes it easier to • To successfully integrate social
enable branching within networking and game
content objects. leaderboards, you may need a
database, and advanced Flash
• With an “engine-based”
authoring skills. In wiki platforms,
system, some content
social networking is usually built in
objects can be updated
by default.
without having to go into the
Flash authoring environment. • Flash content by default is not
SCORM-compliant, which some
organizations require.
• It may take more time to modify
and/or maintain content embedded
into authoring environments such
as Flash (however, the same can
be said for PowerPoint as well).
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Design Issues
Instructional and User Interface Issues
While we designed the Flash-based content container, we also began a
comprehensive audience analysis. Our learner profile included a global
audience, so we wanted to compile as much information about our learners
as possible to ensure the course would be relevant. To complement the
basic sales methodology content, we added authentic case studies to
provide real-world examples of how to apply the methodology. The analysis
was difficult because access to target audience members was spotty at best,
and at times there were competing agendas among some of the participants.
Once we complete our analysis, we were confident we had the information
we needed, but two factors concerned us: the culture at Sun is one of do-it-
yourself, so we were not confident that our best practices would be adhered
to, and finally, the global audience had little exposure to eLearning, let alone
a new eLearning model.
From the user interface standpoint, the most challenging aspect of the 4D
model is how to build in an easy-to-understand guidance system for the
learner. Since, the model encourages learner autonomy, self-discovery, and
investigation, it can be somewhat disconcerting to some individuals who are
used to “being instructed on where to start”. We rolled out the pilot with the
user interface below (Figure 5), which mimics real-world “doors” that the
learner can freely enter in any order (although we thought most North
American audiences may go from left to right).
Figure 5: Pilot four-door user Interface
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In response to initial feedback, we built a more sophisticated user interface
(see Figure 6), but after more user testing, we determined that there needed
to be more focus on the assessment section since the model allows the
learner to immediately “test out” if they are confident of their mastery.
Otherwise, the visual design in the third example (Figure 7) is meant to
express how each “door” (and you'll notice that there are really FIVE doors in
this iteration) reinforces the assessment.
Figure 6: Another early four-door interface
Figure 7: Revised final user interface
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Because of the deep analysis, the pilot took three months to complete. Once
we went into revision, and the user interface was approved, we were able to
complete the first course in less than a month. The time-consuming element
is the authentic case studies. Those require more time with subject-matter
experts, and more programming time, however, that is a general design
issue not related to the 4D model ñ it would take considerable time to
produce the case studies regardless of the learning environment.
Issues
Technical Issues
If any type of data tracking is required, be sure to complete a functional
specification (regardless of whether you decide to use Flash). Along with an
instructional design document, a functional outline of desired features and
the technology infrastructure required to facilitate them will serve you well
through your design effort.
Success
After the pilot, and the first course was delivered, we “modularized” how we
design subsequent courses using the 4D model:
• We built a case-study Flash engine to allow for quicker case study
development.
• We constructed an instructional design template for 4D designers
that enables instructional designers new to the model to get started
quicker.
• We optimized our Flash engine so that once content storyboards
were submitted to production we could have an Alpha-version of the
course ready for review within ten business days.
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Useful Feedback on the Model
We thought it might be helpful in this paper to provide some of the most
useful raw feedback we received from initial users and reviewers of the
program. This section contains feedback from participants in the first rollout
1
of the program and from reviewers at Brandon Hall Research .
Anecdotal Pilot Feedback
Praise
“[The] material is presented in • “This is the first time I had used this non-linear approach to learning.
a clear, concise and organized While it takes a while to get used to, I think it is much better for sales
manner. I like the way this management, allowing them to pursue the learning they feel they
course is set up for different need in the time they need it. Overall the experience was excellent. I
types of learners.” was interrupted by calls or meetings twice while taking the course
and because of its modularity, was able to easily reenter the course
– Anonymous reviewer,
Sun Microsystems and my mental learning state quite easily.”
• “...very interesting, especially the notes alongside the various
documents and the 'Ask-The-Experts' recommendations and best
practices. These add a real-life situation that in my mind is important
for the adoption of this methodology...”
• “Easy to navigate. Quality presentation layout. Organized. Rich in
content.”
• “Slick user experience, nice aesthetics and graphic elements. The
Arcade was a great idea for fun and interaction. The Case Study was
by far the most valuable part of the course.”
• “[The] material is presented in a clear, concise and organized way to
better understand the methodology, and the process for building an
account plan. I like the way this course is set up for different types of
learners.”
• "The Guide Me section is a nice touch."
Criticism
• “Take into account that a lot of users will be non-English native
speakers who will have difficulties with speed, especially in the test
center and arcade.”
• “For me, I would have liked more visual/organizational/process
structure to the resources in the library.”
1
In November of 2009, Brandon Hall Research awarded this program a gold
Excellence in Learning award in the category of Best Custom Content.
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“A drawback: Is there a way to • “I thought the cafe was going to be more interactive [such as] the
know what sections one has ability to ask real questions to real SMEs or other students.”
completed? It would be
• “Is there a way to know what sections one has completed? There is
helpful to [know] that you've
so much information spread across different areas, it would be
completed a section (closed
helpful to [know] that you've completed a section (closed the door if
the door if you will).”
you will).”
– Anonymous reviewer, • “I'd like to see more simulation-like interactions that require some
Sun Microsystems use of skills in library.”
Feedback from Reviewers at Brandon Hall Research
On Navigation
“Having seen the Thiagi model • I particularly liked the main page which was clean and well laid out,
used I am strongly considering and therefore easy to navigate.
this approach for my own
• Providing short descriptions before links were clicked was VERY
learning courses… It respects
helpful, saves a lot of time.
the needs of adult learners.”
• In the ‘Course Introduction’, it would have been very helpful to have
– Anonymous judge, a mute button so learners can just read the text and keep moving.
Brandon Hall Research
• Great GUI interface, good use of colors and symbols.
On Presentation of Content
• A nice interpretation of Thiagi’s model that lets the learner determine
his or her own learning path.
• I found it difficult to actually find the Learning Plans when I first
started the course. They seemed to be ‘hidden’ in the Library.
• Close caption (CC) narration scripting appears to be absent.
• Your flowcharts, demonstrating possible learning paths were an
interesting idea. I think the ability to explore, at the learners desire
and pace, are particularly effective for this sort of audience.
On Use of Media
“The use of the learning plans • The graphics were great—mostly ‘decorative’, to use Mayer’s term,
outlining different paths but nice all the same. Interesting use of graphics for the two
through the material was a speakers in the case study. I presume that approach was used in
great way to address one of part to make the file size smaller than if it were a video. That said,
the weaknesses in Thiagi’s 4D the case study and the course introduction both took quite a long
model.”
time to download. You might lose learners here.”
– Anonymous judge, • The job aids were well designed. The text and flow chart versions of
Brandon Hall Research the Learning Plans were a nice touch.
• I found your use of media to be very effective. At first, I wasn't sure
about the "outline" figures vs. actual photos; but the deeper I got into
your program, the more this made sense to me.
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• The media is used for specific and impactful reasons. The quality of
the media is high and it gets the point across without boring you.
On Interactivity
“Across the board, superior! • The games in the Arcade encouraged interaction with the content but
Multiple learning paths with did not allow for practice. The vast majority of the material outside of
different types of activities the arcade appeared to be either videos to watch or material to read.
within each "door" is very There might have been more engagement if there were case studies
engaging and effective.” to apply some of the content to or problems to solve.
– Anonymous judge, • Across the board, superior! Multiple learning paths with different
Brandon Hall Research types of activities within each "door". Very engaging and effective.
Having complete flexibility for user generated learning paths
multiplies the effectiveness of your interactivity choices.
• This course forces you to interact with it in a fun and creative way. I
like that the model includes a description. It means the designer
accepts that this may be a new approach for the learner but realizes
it is a good one if understood.
On Engagement
“I found myself becoming so • The arcade was a different and fun way to encourage self-check of
engaged in the program and concepts and principles. While there appeared to be a lot of games
content. It completely grabbed in the arcade, the variety appeared to be limited.
and held my attention; so my
• Being able to 'design' their own learning path may be motivational to
expectation would be similar
learners.
for someone to whom the
content actually applied.” • Titles are catchy. "Arcade" usually equates to fun and self purported
competition, appears to be the objective developers intended for this
– Anonymous judge, course. "Library" usually associated with where to find abundance of
Brandon Hall Research
resources. "Ask the Experts" reference to frequently asked
questions. "Test Center" indicating up front weighing (using red
color) to the importance of content for the course and course
objectives. "Case Study" good use of transfer/association of users
existing content knowledge to the new applied knowledge.
• I found myself becoming so engaged in the program and content. It
completely grabbed and held my attention; so my expectation would
be similar for someone to whom the content actually applied.
On Overall Effectiveness of the Course
• Overall, very effective and very well done. Although relies heavily on
user audio capabilities. Aesthetically pleasing, interactive, not over
the top with whistles and bells, but a professional learning tool that
appears to meet most business goals of accruing knowledge building
in preparation for a final exam that should be included in course
goals.
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“An extremely effective entry. • “An extremely effective entry. I am not surprised that Sun is using the
The only "gap" that I perceive "four door" approach in other programs. The only "gap" that I
is the whether or not it would perceive is the whether or not it would have been possible to enable
have been possible to enable this program via a mobile device, to further facilitate the "road
this program via a mobile warrior" audience's ability to engage with the program.
device, to further facilitate the
"road warrior" audience's • Having seen the Thiagi model used I am strongly considering this
ability to engage with the approach for my own learning courses. I think this course
program.” demonstrates high quality design and development with good looking
graphics and information structured in a manner that makes it very
– Anonymous judge, easy to access and learn from. It respects the needs of adult
Brandon Hall Research learners in general and specifically the learners intended for the
original delivery of this course.
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Top Five Recommendations/Lessons
Learned
Here is a list of recommendations and lessons learned from our application
of the 4D model:
• This type of eLearning may be a “paradigm shift” for your
organization—a shift in the way eLearning is designed and delivered.
In order to have any degree of success with an implementation of
this nature, you should have or create organizational buy-in at the
executive level. Help the organization learn what is involved, what
the costs and the payoffs are. You shouldn’t do this if you don’t have
the support.
• The first time you implement the 4D model, it may take more time
than traditional eLearning design. Be prepared for this.
• Early on in the conceptual phase, recruit a technology representative
to your design team. Make them fully aware of the model so they can
determine how to integrate it into the organization's technology
infrastructure. You may need to sell them on the value of this type of
program. Work with them to create functional specifications for
complex components such as a leaderboard or social networking
features. Create a prototype, and test early and often, to ensure the
integrity of your data tracking, especially if tracking assessment data
is important.
• Pay close attention to the design of your guidance system. Use good
visual design to assist learners in determining their learning own
path. This is a common issue with new 4D learners. A skilled graphic
designer and/or web usability consultant can be immensely helpful
for addressing this.
• The instructional design team must have at least one person who is
skilled at creating good game items, they must have good
question/test-writing skills. Don’t underestimate the importance of
this. The games can be worthless if the game items are written
poorly, and hugely valuable (even addictive) if written well.
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Where Can I Learn More?
Use these resources to learn more about the four-door approach to
eLearning.
• thiagi.com – You can find articles about the 4D approach here.
• 4d-elearning.com – Thiagi has posted a basic example at this site.
Registration is free.
• mlearningworld.blogspot.com/2006/10/choose-right-door.html –
Matthew Nehrling provides a nice summary with notes re use with
Millennials.
• * A Google search for “Thiagi’s four-door approach to eLearning”
brings up a host of articles, most of them speaking favorably of the
approach.
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Presenter Biographies
Russ Powell (russ.powell@sun.com, russ@svn.net, 707/324-3122)
Russ is a Lead Instructional Designer for Sun Learning Services, and has
been designing, developing and facilitating training programs and other
performance improvement interventions for almost 20 years.
He has worked with hundreds of managers and dozens of training
departments to build learning programs marked by ample amounts of both
style and substance—programs that don’t just look and feel good but also
deliver impact to the bottom line. Russ joined Sun Microsystems in 2008 and
specializes in the building of eLearning courses, job aids, and web-based
performance support tools.
Over the course of his career, Russ has worked with organizations such as
U.S. Coast Guard, Pixar, AT&T, and NASA Space Flight Center, and served
on the faculty of Georgia State University and the American Management
Association. He’s received numerous outstanding achievement awards for
his corporate learning programs. Russ holds degrees in the behavioral
sciences from Georgia State University and Loyola University. Russ is also a
member of the International Jugglers’ Association (IJA) and continues to
perform regularly.
Brandon Carson (brandoncarson@gmail.com, 650-867-9289)
Brandon is currently managing the Cloud Computing training curriculum for
NetApp sales and customer audiences. In this position he architects and
implements customized training to help drive awareness and adoption of
NetApp's Cloud Computing solution offerings. He brings to his position more
than 15 years of instructional technology and education experience.
Prior to joining NetApp, Brandon lead Sun Learning Service's efforts around
eLearning, and the integration of social media into learning initiatives. He
managed the team responsible for media design and also served as the
Chief Learning Architect for Cloud Computing.
Prior to Sun, Brandon operated a consultancy focused on the design and
development of eLearning for various organizations, including Oracle, eBay,
Intel, Siemens, and others. Brandon serves on the board of the North
American Simulation and Gaming Association (NASAGA), and is a frequent
facilitator and presenter at industry conferences. Brandon holds an M.Ed. in
Educational Technology and a B.A. in Business Communications as well as
advanced ISPI certification in analysis. He and his family reside in the San
Francisco Bay area.
Sun Microsystems, Inc. 21 of 21 eLearning Guild Online Forum
24. Sun Microsystems, Inc. 4150 Network Circle, Santa Clara, CA 95054 USA Phone 1-650-960-1300 or 1-800-555-9SUN (9786) Web sun.com