# Text-based Storyboard — Onboarding Academy
> Kit 5 · Onboarding Academy · deliverable · designed and built by I Wayan Usada · fictional composite (VanDijk Logistics and its exit data are invented)
## Design premise
A countermeasure only works if it is in place before its risk peaks, and not so early that a new hire cannot use it yet. Revised after the build so it matches what ships: the 2D blueprint and the 3D road both read `onboard-data.js`. The audience is the programme designer or L&D owner, not the new receiver.
## Flow
1. **Read five failure modes** (fictional exit data): dock-shock in week 2, paperwork drift in the first full week, errors going quiet during supervised flows, freezing at the first solo borderline call, coasting after parity. Each description carries its own timing cue; the peak day is not shown.
2. **Schedule** the start day of each countermeasure (2D: a slider per countermeasure with the phase shown; 3D: signposts moved with −5 / −1 / +1 / +5 buttons).
3. **Run the cohort.** The risk peaks appear (2D: the failure-mode overlay unlocks; 3D: hazards rise on the road while six walkers move along it).
4. **Feedback** per countermeasure: in time, too early (with why it cannot be used yet) or too late / after the peak.
## Useful start windows
| # | Failure mode | Peak ≈ | Countermeasure | Window |
|---|---|---|---|---|
| 1 | Dock-shock | d9 | explainer before first dock entry, full-time buddy, first win on day 3 | d1–3 |
| 4 | Paperwork drift | d7 | daily scan-gun drills, 15-minute entry rule | d1–5 |
| 3 | Errors go quiet | d14 | no-blame recovery routine, lead logs own error first | d3–10 |
| 2 | Frozen at first borderline call | d23 | weekly rehearsed borderline cases, call-the-lead card | d6–18 |
| 5 | Coasting after parity | d50 | growth track: rotation, clinic, mentor eligibility | d36–46 |
## Scoring
2 per countermeasure in its window, 1 if before the peak but too early, 0 if too late. Max 10; pass 8 with none late. The 3D walkers illustrate where gaps are; they are not a prediction of attrition.
## Changes from the earlier build
The earlier blueprint showed every failure pin with its fix at once (nothing to decide), and its phase blocks, pins and overlay switch were clickable `div`s a keyboard could not reach. They are buttons now, and the overlay unlocks after the run. "Error-hiders quit at 3× the rate" is labelled an illustrative premise.
