Animal Encounter Training

Designing a Mobile Training System for Real-World Decision Making Under Compliance Constraints

Design Focus: Guiding real-world decisions through scenario-based interactions, immediate feedback, and clear consequences.

Impact: Used to train ~10,000 Colorado law enforcement officers under new legislative requirements.

At a glance

  • Mobile-first training system designed for law enforcement
  • Replaced static content with interactive, scenario-based challenges
  • Built feedback into each decision to reinforce real-world judgment
  • Re-architected a legacy Flash system into a modern HTML/CSS platform
  • Focused on behavior and decision-making, not points or rewards

The result is a scalable training system that uses game design principles to improve real-world decision-making under pressure.

Summary

This project involved designing a mobile-first training system to help law enforcement officers navigate real-world animal encounter scenarios under new legislative requirements.

Rather than relying on points, badges, or leaderboards, the system is built around decisions, consequences, and feedback—allowing users to practice judgment in realistic situations.

The product was designed for field use, where officers could complete training between calls. This required fast interactions, minimal friction, and reliable mobile performance.

Context

In 2013, Colorado Senate Bill 13-226 mandated additional training for law enforcement officers encountering dogs in the field.

A taskforce of law enforcement, animal behavior experts, legal advisors, and training professionals was formed to define a statewide approach.

The need wasn’t just for content—departments required an interactive training system they could deploy independently to meet compliance standards.

The Core Challenge

The challenge was translating diverse—and sometimes conflicting—stakeholder perspectives into a system that:

Constraints & Environment

The project operated under a mix of regulatory, technical, and organizational constraints:

As one taskforce member put it:

“There is a big difference between a dog that is barking and one that poses an imminent danger of attack.”

Members of the taskforce brought different constraints and pressures to the table. While officers agreed on the value of safer outcomes, they were also mindful of the time and resource burden additional training would place on their departments. The system needed to be practical, defensible, and simple enough to earn adoption — not just satisfy legislation.

Stakeholders agreed on the importance of safer outcomes, but were also sensitive to the time and resource burden additional training would place on departments.

The system needed to be practical, defensible, and simple enough to adopt—not just compliant.

Technical Constraints

At the time, many government environments required strict software approval.

Adobe Flash was already approved within these systems, which allowed the training to be deployed without lengthy security reviews.

As a result, the system was built in Flash/Flex with an XML-driven content structure—prioritizing deployability and adoption over long-term flexibility.

My Role

I worked closely with the lead engineer and a multidisciplinary taskforce to design the training experience end-to-end.

My responsibilities included:

The work was highly collaborative, but my focus was translating complex—and sometimes conflicting—requirements into something officers could move through and complete without instructor support.

Key Design Decisions

1. Built training around reusable interaction systems
Instead of static, slide-based content, the course was structured around repeatable interaction types—scenario decisions, matching exercises, hotspot analysis, and video-driven branching. These were defined within XML, allowing consistent behavior across modules and making updates easier over time.

2. Translated stakeholder input into consistent interaction logic
Stakeholders had differing opinions about best practices in the field. Through working sessions and synthesis, I translated those discussions into standardized interaction patterns that could be taught consistently and held up under scrutiny.

3. Designed for independent deployment
The system needed to function without instructor facilitation. I built in clear progression, decision feedback, and completion tracking so departments could run training independently and demonstrate compliance when required.

Guidebook

Revised HTML-based training interface showing modular interaction patterns and progression structure.

Tradeoffs & Design Tensions

Several constraints shaped the system:

Legal Precision vs Usability
Content needed to remain legally defensible while still reflecting realistic field conditions.

Stakeholder Alignment vs Delivery Timeline
Building consensus required iteration, but the system still had to be delivered within mandated timelines.

Platform Constraints vs Longevity
Flash enabled immediate deployment within government systems, but was not a long-term solution—and eventually required a full rebuild.

Interaction Model

The system was designed to support real-world decision-making through immediate feedback on user choices.

Because officers completed training independently, the experience needed:

I mapped key transitions—invitation, registration, login, and module selection—and designed the system so users always understood where they were and what to do next, while administrators could reliably track completion.

K9 Authentication Flow

Invitation and authentication flow modeling access states and administrative control.


K9 Authentication Flow

Early wireframe exploring feedback visibility, scoring, and progression within challenge and evaluation.

Platform Migration & System Evolution

When Flash was deprecated and the original hosting contract expired, the system was brought in-house to maintain statewide continuity.

I partnered with the lead engineer to translate the XML-driven course architecture into HTML/CSS, preserving the learning structure while modernizing the interface.

As departments continued using the system, limitations in the original architecture became more visible—particularly in how identity and administration were handled.

For example:

Dashboard

Administrative dashboard introduced during the HTML migration, used to manage users, track completion, and generate certificates.

Reflection

Working through these challenges changed how I think about system design.

It’s not enough to design for launch—you have to design for turnover, policy changes, and long-term maintenance.

Working through those issues changed how I think about identity and administrative systems. It’s not enough to design for launch — you have to design for personnel turnover, policy shifts, and long-term maintenance.

Game Design Approach

While not a traditional game, the system applies core game design principles:

Gamification Strategy

Gamification Through Interaction

No points. No badges. Just better decisions under pressure.

Dashboard

I utilized a system that drives behavior through interaction, feedback, and repetition—without relying on points, badges, or extrinsic rewards. Instead, I crafted engagement though different designs:

Difficulty increased over time, reinforcing pattern recognition through repeated exposure.

Mobile-First Evolution

The system was designed for real-world use—officers could complete training between calls, in vehicles, or during downtime.

The original Flash-based system limited mobile access, so we rebuilt the platform using HTML/CSS.

This enabled:

The shift moved the system from a desktop training tool to something officers could use in real-world situations.

Outcomes

System Evolution

The system has continued to evolve as long-term usage exposed limitations in the original architecture.

Recent improvements include:

This work is focused on making the system more resilient and adaptable over time, while maintaining continuity for existing users.

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