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CIT.EXPERIENCE LAB
College application research evidenceGrades 3-12 · 36 missions

Understand how university researchers test technology.
Build evidence colleges can understand.

Students learn how researchers ask whether an app, product, robot, or AI is easy, useful, fair, and safe. Younger students build the foundation by questioning, comparing, and explaining. Older students preserve their own question, design choice, result, revision, and limits for an authentic college application or interview. Choose online or in-person lessons in Apgujeong, Seoul, in a one-to-one or small-group format.

Important boundaryThis course improves designs. It does not judge, diagnose, or try to control a person. A course title does not guarantee admission.

  • 36+4complete missions
  • 6experience lenses
  • 1-4students per class

01 / Beyond emotion

Study the whole experience,
not one emotion.

Emotion is one part. Students also study thinking, senses and movement, actions, social context, and what changes over time.

01

Emotional experienceEmotional

Comfort, trust, confidence, frustration, and enjoyment

Design ratings, interviews, and adjective pairs
02

Thinking experienceCognitive

Attention, understanding, memory, workload, and decisions

Time, recall, errors, and a short workload rating
03

Sensory and physical experienceSensory & physical

Colour, sound, texture, brightness, motion, and ergonomics

Preference, reach, comfort, and response time
04

Action experienceBehavioural

Actions, pauses, task flow, stopping, and recovery

Clicks, mistakes, completion, and observation notes
05

Social experienceSocial

Inclusion, communication, teamwork, and access barriers

Observation, interviews, participation, and access checks
06

Time and contextTemporal & contextual

What happens before, during, and after an interaction

Journey maps, touchpoints, and short activity logs

02 / Engineering cycle

Move from a nice idea
to testable engineering.

Observe a real task, make one clear change, compare two versions, and use the evidence to improve.

  1. 01Observe
  2. 02Ask
  3. 03Map
  4. 04Define
  5. 05Translate
  6. 06Build
  7. 07Test
  8. 08Audit
  9. 09Improve

03 / Try the evidence

Try the difference.
Then read the explanation.

These demos use fixed synthetic examples. They do not save input or call an outside model.

01

Mood Mixer

Change one variable and compare how the screen design feels.

Nova SchoolReady to start the next activity?
This version feels more...

Responses change with the person and context, so a real test matters.

02

Notification Storm

Tap 1 to 6 in order while synthetic alerts interrupt the task.

Synthetic alerts will appear here after you start.

0 interruptions0 errors- time
03

Human vs. AI Label

Judge a fixed synthetic sentence, then compare human and model labels.

1 / 5

No free text · no outside model · no saved response

04 / Three-level pathway

Start by making.
Grow into research and responsible AI.

Every level uses the same clear loop: observe, set a requirement, build, test, and improve.

Level 1 · Grades 3-5

Design Detective Lab

Emotion & Sensory Experience Design

Students spot useful design clues, make two versions, test them, and improve the design without judging the person.

Classes
12 × 75 min
Focus
Notice, make, and compare.
See roadmap →

Level 2 · Grades 6-8

UX Mission Lab

Human-Centered UX & Experience Engineering

Students study a user journey, set one clear design rule, and run a fair A/B usability test.

Classes
12 × 90 min
Focus
Research, build, and test.
See roadmap →

Level 3 · Grades 9-12

Human-AI Research Lab

Human Experience Engineering & Affective AI

Students build a study or system that shows uncertainty, checks bias, protects user choice, and explains its limits.

Classes
12 × 120 min
Focus
Measure, model, and audit.
See roadmap →

05 / Project evidence

Show the process,
not only the final screen.

Each project includes a user, journey, requirements, two versions, a test, an improvement, and an ethics check.

25 projects

06 / Hands-on classes

Make, test, and improve
inside one class.

Each mission starts with a short problem. Most class time goes to investigating, building, testing, and explaining.

초등 / SESSION 03

화면 조건 하나를 바꿔 인상 비교하기

Students complete Mood Mixer Machine, make one clear design choice, test it, and record what changed.

Output

Design notes, Prototype or test plan

Evidence

One design choice, one task result, and one next change

중등 / SESSION 10

Notification DJ Usability Test Lab

Students complete Notification DJ, make one clear design choice, test it, and record what changed.

Output

Design notes, Prototype or test plan

Evidence

One design choice, one task result, and one next change

고등 / SESSION 06

사람과 AI의 문장 판단 차이 분석하기

Students complete Sentiment Model on Trial, make one clear design choice, test it, and record what changed.

Output

Design notes, Prototype or test plan

Evidence

One design choice, one task result, and one next change

07 / Visible outcomes

The student's decisions
become the portfolio.

We grade how a student studied and improved a problem, not what kind of person they are.

01User and context
02Full experience journey
03Testable requirements
04Prototype A/B
05Numbers and comments
06Before-and-after change
07Access and ethics audit
08Limits and next study

08 / Safety by design

Keep people in control.

Use safe tasks, minimal data, clear limits, and a real way to change or stop the system.

01

No emotion diagnosis

Do not claim to know a person's feelings, personality, health, or ability.

02

Design, not the person

Measure how a design supports a task. Do not score the user.

03

Choice and opt-out

Users can change, stop, correct, or refuse an adaptive feature.

04

Minimum data

Use synthetic or anonymous task data and collect only what the activity needs.

05

No hidden recording

Do not secretly collect voice, face, account, message, or sensor data.

06

Accessible alternatives

Offer more than one way to see, hear, control, and complete a task.

07

Limits stay visible

State what a small test or model cannot prove and what should be checked next.

09 / Family FAQ

What parents search
before class.

Clear answers about age fit, location, online lessons, student work, coding, AI limits, and privacy.

What is Emotion & Experience Engineering?

Students study how people understand, feel, act, and interact. They turn that evidence into clear design rules for products, services, robots, and AI.

Is this one established school subject?

It is a K-12 program that connects established methods from Kansei engineering, human factors, UX and HCI, and affective AI.

Does the course judge or change a child's emotions?

No. Students improve a design, not a person. They never need to share private feelings or personal stories.

Can elementary students do this?

Yes. They start with one visible variable, such as colour, sound, shape, motion, or order, and test two simple versions.

How does this connect to coding?

Students turn a user need into a feature, build it with paper, Figma, Scratch, web code, Python, or robotics, and test the result.

Does affective AI know how someone feels?

No. A model only estimates patterns from limited input. Students learn to show uncertainty, ask, correct, abstain, and stop.

What do students make?

Examples include a welcome guide, a quiet notification system, an error-recovery app, a robot interface, and an AI limits audit.

How do you protect privacy?

We prefer synthetic data, prohibit hidden recording and diagnosis, collect as little as possible, and always provide a way to opt out.

Is Emotion & Experience Engineering available online or in person, one-to-one or in small groups?

Yes. CIT offers online and in-person lessons at its Apgujeong academy in Gangnam, Seoul, with one-to-one and small-group options. A free consultation confirms the available format, starting level, and schedule.

Course consultation

Turn a student's interest
into an experience project.

We can match the grade, coding experience, and topic to paper, Figma, Scratch, web, Python, or robotics.

Ask about the course