Hungry Minds  ·  A working demo

Your first
90 days.

Onboarding built as a journey people want to finish. A demo we made with no client brief, to show how we think an induction should feel.

Try it yourself › hungry-minds-first-90.tiiny.site
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Hungry Minds
The problem

Most onboarding is a filing cabinet with a play button.

A new starter, left alone at a computer.

An information dump.

Their first impression of the place. Flat, and lonely.

Hungry Minds
The solution

A guided onboarding experience, end to end.

People to meet, the workplace to explore, the setup to get done, the team to find, the job to try and time to reflect. First 90 walks the new starter through each one, in order, and marks it off as they go.

It says what to do next
One moment at a time, in the order a new starter meets them, so the next thing to do is always obvious.
It sends them out there
Most moments finish away from the screen: a walk, a lunch, a conversation, a task tried with somebody watching.
It carries the eLearning
The modules that must be done sit inside the journey, or it points to wherever they already live.
Why that matters

The work is learned in the work, so the guide goes where they go. It is fully responsive. It opens on a laptop at the desk, and on a phone while they walk the floor, meet people and try the job.

Hungry Minds
What an induction has to do

Four things. One guide that drives all four.

Talya Bauer’s research for the SHRM Foundation names them. We design every onboarding program around these four. Each one needs a different kind of experience, and only one of them fits inside a module. The guide teaches that one directly and drives the other three out into the workplace.

Connection
The humans
Who to ask, who to trust, and where you fit.
The guide names their buddy, walks them to lunch on day one, and gives them three people to go and find.
Clarification
The work
What the work is, what good looks like, and by when.
They write their own 30, 60 and 90 with their manager, then demonstrate the real task with somebody watching.
Culture
How it works here
What people here do, especially when it gets hard.
They respond to a few everyday scenarios, and hear why this place exists from somebody who lives it.
Compliance
The non-negotiables
The rules and paperwork that cannot be skipped.
Week one carries only the handful that cannot wait. The rest spaces out across the month, near the work it covers.
Hungry Minds
One of four
Connection

Connect them to real people.

The guide hands over a name and a reason to go and find them. Every one of these is a specific, doable ask, so the network gets built one small task at a time.

Meet your buddy
a friendly human who remembers week one, so the small questions have a home
Lunch with the team
twenty minutes at a table, which is where belonging starts
Three people to find
three named roles to meet this week, each one a clear, doable ask
Find your people
they pick one person and one reason, so the habit outlasts the program
Why we did it this way

This is the one that decides whether somebody stays. So every moment here finishes with a real person and a real conversation, which is where belonging gets built.

Hungry Minds
Two of four
Clarification

Clarify what good looks like.

Expectations get set early, and in their own words. Targets written with their manager, the questions worth asking handed over, and the wobbly parts practised with somebody watching.

Your 30, 60, 90
they set their own targets, so there is something to aim at and to review
The week-two chat
three questions that get a small doubt said out loud, early
Who to ask, and when
what to do when you are stuck, so nobody loses a day to a login
Practise for real
the same task twice: once watched, then on their own
Why we did it this way

A demonstration is the honest evidence that somebody can do the job, so the guide asks for the task itself. Writing the targets together brings the manager in early.

Hungry Minds
Three of four
Culture

Let them feel the culture.

Culture lives in the small everyday moments. The guide drops the new starter into a few of them early and gives them somebody to ask. They find their feet by joining in.

Why we are here
they ask somebody who has been here a while why this place exists, and why they stay. The honest answer teaches more than any handbook.
How things work around here
a few everyday situations where the unwritten rules show up, with a judgement call to make and feedback on each one
Mark the moment
ninety days in, the milestone gets celebrated with the team, so the effort is acknowledged and the win is shared
Why we did it this way

People feel part of a place once they have joined in, been asked what they think, and had a first win noticed. These moments hand a new starter all three inside ninety days.

Hungry Minds
Four of four
Compliance

Space the must-knows out.

Week one carries the handful of things that cannot wait. The rest spaces out across the month, so each one lands near the work it covers and has somewhere to stick.

Week one: the short list
the safety, security and legal basics, and nothing else that early
The rest, across the month
manual handling arrives the week somebody starts lifting, so it sticks
The systems tour, hands on
a real task in the real screens, with a safe place to get it wrong first
Carried, or pointed to
the guide holds the modules or links to them, so nothing is tracked twice
Why we did it this way

Spacing is what makes compliance stick, and it protects the first week for the things a new starter will remember. It also leaves room for the other three.

Hungry Minds
The craft underneath

Four decisions, and the reason behind each one.

The four jobs decide what goes in. These decide how it is built. Each one comes from something we know about how people learn, and each one changed what the demo does.

The test we hold every moment to:  name the job it does and the evidence behind it. If we cannot, it comes out.
1
Stretch it to ninety days
Because week two and day thirty are the moments that decide whether somebody stays, and both of them sit inside ninety days.
2
Make the route visible
Because a map shows the next step and gives a reason to come back. Progress you can see is progress you finish.
3
One job per screen
Because a new starter’s working memory is already full, so small and spaced is the shape that lands.
4
Ask before you tell
Because being asked to recall something, or to make the call yourself, is what makes it stick.
Hungry Minds
Design decision 01

Stretch it to ninety days.

Day one is the smallest part of an induction, not the whole of it. So the demo runs across four stages, each with its own job, its own colour and a badge at the end. A stage opens only once the one before it is finished.

Day one
Arrive
Nobody expects the job yet. Land, meet a few people, stop feeling like a stranger.
Week one
Find your feet
The tools, the rhythms, the first people worth seeking out, and the compliance that cannot wait.
Weeks two to four
Settle in
The shine wears off and the first doubts arrive. Practise the job for real, and talk the doubts through.
Months two and three
Make your mark
One real, finished thing, shipped and talked about. Then set the next direction.
Why we did it

Week two is when the first doubts arrive, and day thirty is when somebody works out whether they can do this job. Recognition inside the first ninety days is what makes somebody decide they belong, so the program has to still be running when it happens.

Hungry Minds
Design decision 02

Make the route visible.

The journey board is the home screen, not a menu of modules. The next stage glows, finished stages carry their badge, and the ones ahead stay locked but visible. There is always one obvious next thing to do.

Seeing what is ahead is the motivation
the route is a promise, so we never hide it
Badges mark a stage, not a score
nothing is ranked and nothing is reported to a manager
Progress survives the week
it is saved, so day three and week six pick up where you left off
Why we did it

Onboarding fails quietly, by fading out. A visible route and a small earned win give somebody a reason to come back. That is how a ninety-day program survives a real job.

A badge lands when a stage is finished
Four in all, drawn as milestone tokens. They sit greyed in the top corner until they are earned, so the tray itself is the reason to keep going.
Hungry Minds
Design decision 03

One job per screen.

Further down the same screen

A moment opens on a scene, asks one honest question, answers it warmly, and finishes. Two minutes, then the map updates and the day carries on.

It starts where they are standing
“It is 8:52am and you found the right building, mostly.” Not a learning outcome.
No wrong answer on day one
every option gets a useful reply, because the first job is to settle nerves, not test.
Illustration, not stock photography
drawn people let anyone see themselves in the moment, in any workplace.
Why we did it

A new starter’s working memory is already at its ceiling: new names, new building, new everything. Load forty minutes of policy on top and almost none of it lands. Small, spaced and one decision at a time is the only shape that survives week one.

Hungry Minds
Design decision 04

Ask before you tell.

Every moment is built around something the new starter does: a choice, a recall, a decision with consequences, a line they write for themselves. The interaction is picked for the job the moment has to do, so no two in a row feel the same.

Story and choice
Rehearse the moment
A real scene, a question, and a reply that teaches without judging.
Scenario choices
Practise the judgement call
A situation with no clean answer, and honest feedback on every option.
Quiz
Retrieval, not revision
Being asked to remember is what fixes it. Short, and never a gotcha.
Reflect
Make it theirs
Their own 30, 60 and 90, written by them and kept on their device.
Checklist
Clear the admin
Logins, pass, the good window seat. Satisfying, and useful.
Discuss
Take it to a person
A prompt card that hands over three questions and a name.
Hands-on simulation
Do it, safely
The real screens, a safe mistake, then get it right. Flagged in the demo.
More is possible
These are the demo types. We match and add interactions to fit your roles and your ninety days.
Why we did it

Being asked to retrieve something beats reading it again, by a wide margin, and the effect grows when the asking is spread over time. A scenario does the same job for judgement. People cannot be told how to handle a hard moment, they have to have a go at one first.

Hungry Minds
Make it yours

Make it yours.

What you are looking at is our demo, in our brand, with a generic office in it. The four things an induction has to do, and the four decisions underneath, are what we would bring to yours.

Your brand, your map
Your colours and type, and a board drawn around your sites or your stages.
Your roles
A field crew’s first ninety days looks nothing like a graduate’s. Both fit this shape.
Your systems and must-knows
The hands-on tour built around the tools your people open every day.
And how you would know it worked

Completions still get recorded, and they still count. They are just not the whole picture. Watch for a first independent task reached sooner, and the real job demonstrated at thirty and ninety days. A new starter who says they feel part of the team. A manager who says yes when you ask whether they can do the job.

Hungry Minds
Like what you see?

Imagine this for your people.

Send us your induction and the first-week schedule that goes with it. We will tell you which of the four it does and which it misses. Then which parts would do more out in the workplace.

Try the demo › hungry-minds-first-90.tiiny.site
Scan to try

1300 162 393  ·  hungryminds.com.au/contact  ·  More learning. Less yawning.

Hungry Minds