Emotional experienceEmotional
Comfort, trust, confidence, frustration, and enjoyment
Design ratings, interviews, and adjective pairsStudents 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.
01 / Beyond emotion
Emotion is one part. Students also study thinking, senses and movement, actions, social context, and what changes over time.
Comfort, trust, confidence, frustration, and enjoyment
Design ratings, interviews, and adjective pairsAttention, understanding, memory, workload, and decisions
Time, recall, errors, and a short workload ratingColour, sound, texture, brightness, motion, and ergonomics
Preference, reach, comfort, and response timeActions, pauses, task flow, stopping, and recovery
Clicks, mistakes, completion, and observation notesInclusion, communication, teamwork, and access barriers
Observation, interviews, participation, and access checksWhat happens before, during, and after an interaction
Journey maps, touchpoints, and short activity logs02 / Engineering cycle
Observe a real task, make one clear change, compare two versions, and use the evidence to improve.
03 / Try the evidence
These demos use fixed synthetic examples. They do not save input or call an outside model.
Change one variable and compare how the screen design feels.
Responses change with the person and context, so a real test matters.
Tap 1 to 6 in order while synthetic alerts interrupt the task.
Synthetic alerts will appear here after you start.
Judge a fixed synthetic sentence, then compare human and model labels.
No free text · no outside model · no saved response
04 / Three-level pathway
Every level uses the same clear loop: observe, set a requirement, build, test, and improve.
Level 1 · Grades 3-5
Students spot useful design clues, make two versions, test them, and improve the design without judging the person.
Level 2 · Grades 6-8
Students study a user journey, set one clear design rule, and run a fair A/B usability test.
Level 3 · Grades 9-12
Students build a study or system that shows uncertainty, checks bias, protects user choice, and explains its limits.
05 / Project evidence
Each project includes a user, journey, requirements, two versions, a test, an improvement, and an ethics check.
25 projects
Elementary · Physical
It is hard to predict what will happen next or what to do first.
See process and evidence →Middle school · Interactive
Too much information appears before the first action, so the starting path gets lost.
See process and evidence →High school · Interactive
The system does not show why it made a recommendation, and the user cannot easily correct it.
See process and evidence →Elementary · Interactive
The signs do not clearly connect to the next action.
See process and evidence →Elementary · Interactive
Feedback is too frequent or only comes in one form.
See process and evidence →Elementary · Physical
The user cannot change the environment settings directly.
See process and evidence →Elementary · Physical
The robot's motion and sound happen without enough warning.
See process and evidence →Elementary · Interactive
A scary or vague message does not explain the next action.
See process and evidence →Elementary · Interactive
The goal and recovery path are hard to find.
See process and evidence →Middle school · Interactive
Every alert interrupts in the same way.
See process and evidence →Middle school · Interactive
Dense information and single-sense instructions block some players.
See process and evidence →Middle school · Interactive
Unwanted intensity and public comparison create pressure.
See process and evidence →Middle school · Interactive
The kiosk asks for a personal reason before giving help.
See process and evidence →Middle school · Physical
Speed, distance, and status are not visible enough to predict what comes next.
See process and evidence →Middle school · Interactive
The cause of the error and whether work was saved are unclear.
See process and evidence →Middle school · Interactive
Too many choices and unclear status after applying cause users to leave.
See process and evidence →Middle school · Interactive
The system gives no useful next step when the AI is wrong or does not know.
See process and evidence →High school · Interactive
The link between design choices and trust, comfort, or clarity has not been tested.
See process and evidence →High school · Interactive
Average performance hides failures in specific contexts and disagreement between people.
See process and evidence →High school · Interactive
The game guesses the player's state, changes the level, and does not explain why.
See process and evidence →High school · Interactive
The model gives a definite answer even when the context is unclear.
See process and evidence →High school · Interactive
Optimising engagement increases interruption and false urgency.
See process and evidence →High school · Physical
We do not yet know how distance, speed, timing, and feedback affect safety and trust.
See process and evidence →High school · Interactive
A long or overconfident explanation can make trust less accurate.
See process and evidence →High school · Interactive
People and models often disagree on sarcasm, indirect language, and mixed-language text.
See process and evidence →06 / Hands-on classes
Each mission starts with a short problem. Most class time goes to investigating, building, testing, and explaining.
Students complete Mood Mixer Machine, make one clear design choice, test it, and record what changed.
Design notes, Prototype or test plan
One design choice, one task result, and one next change
Students complete Notification DJ, make one clear design choice, test it, and record what changed.
Design notes, Prototype or test plan
One design choice, one task result, and one next change
Students complete Sentiment Model on Trial, make one clear design choice, test it, and record what changed.
Design notes, Prototype or test plan
One design choice, one task result, and one next change
07 / Visible outcomes
We grade how a student studied and improved a problem, not what kind of person they are.
08 / Safety by design
Use safe tasks, minimal data, clear limits, and a real way to change or stop the system.
Do not claim to know a person's feelings, personality, health, or ability.
Measure how a design supports a task. Do not score the user.
Users can change, stop, correct, or refuse an adaptive feature.
Use synthetic or anonymous task data and collect only what the activity needs.
Do not secretly collect voice, face, account, message, or sensor data.
Offer more than one way to see, hear, control, and complete a task.
State what a small test or model cannot prove and what should be checked next.
09 / Family FAQ
Clear answers about age fit, location, online lessons, student work, coding, AI limits, and privacy.
Students study how people understand, feel, act, and interact. They turn that evidence into clear design rules for products, services, robots, and AI.
It is a K-12 program that connects established methods from Kansei engineering, human factors, UX and HCI, and affective AI.
No. Students improve a design, not a person. They never need to share private feelings or personal stories.
Yes. They start with one visible variable, such as colour, sound, shape, motion, or order, and test two simple versions.
Students turn a user need into a feature, build it with paper, Figma, Scratch, web code, Python, or robotics, and test the result.
No. A model only estimates patterns from limited input. Students learn to show uncertainty, ask, correct, abstain, and stop.
Examples include a welcome guide, a quiet notification system, an error-recovery app, a robot interface, and an AI limits audit.
We prefer synthetic data, prohibit hidden recording and diagnosis, collect as little as possible, and always provide a way to opt out.
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
We can match the grade, coding experience, and topic to paper, Figma, Scratch, web, Python, or robotics.