Unfold the case.
A weekly story email invites the student back. The message includes the chapters unlocked by their current profile, with a call to action for the next missing clue.
SLATE / GAMIFIED PROGRESSIVE PROFILING
Contextual Adventure and Storytelling Engine
A mystery that unfolds around the student. Profile questions become clues, responses shape the dialogue, and the ending puts the recipient inside the story.
Designed and built by David Dysart.

THE PROJECT / THE INSTITUTION


The duck detective has found a mysterious device at Castle Point. To learn who built it, the detective needs to know more about the student receiving the email.
The investigation follows their academic interests, college priorities, and future plans. Each answer helps complete the profile and makes the story more personal.
The final reveal: the student’s future self built the compass while studying at the institution. It has traveled back in time to find its maker.
FIVE CLUES / ONE CONTINUING RECORD
First-year or transfer?
What will you study?
What drives your choice?
What comes after graduation?
Where are you studying now, or where did you last attend?
Existing Slate data counts. A recipient can unlock several chapters at once when some of these answers are already known.
A WEEKLY INVITATION / AN ADAPTIVE STORY
A weekly story email invites the student back. The message includes the chapters unlocked by their current profile, with a call to action for the next missing clue.
Form conditions and formula exports tailor the duck detective’s dialogue to student type, academic area, and college priorities. The detective responds to what the student has shared.
A separate completion email follows a registered form response and all five clues being present. It reveals the compass’s maker and carries the student’s name into the final scene.
THE REVEAL / A PLACE IN THE FUTURE
The mystery ends by inviting the student to imagine a future at the institution—as the person who created something remarkable.
ILLUSTRATIVE COMPLETION EMAIL EXCERPT
In the story, that maker is you: a future student at the institution whose creation found its way back through time.
| Alex Morgan |
The closing email connects the fictional invention to a real senior-design story from the institution, giving the student somewhere to explore next.
THE THINKING BEHIND THE EXPERIENCE
The design uses curiosity to invite the next response, recognizable progress to sustain participation, and personal relevance to make the answers matter.
The ending connects that participation with belonging: the recipient can picture themselves creating, contributing, and becoming part of the institution.
Stronger engagement and commitment are design goals, not measured outcomes presented here.
PUT IT TO WORK
Connect the information you need with an experience worth continuing.