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CIT.EXPERIENCE LAB

LONG-TERM ACADEMIC FOUNDATION · 초등 · GRADES 3-5

Design Detective LabEmotion & Sensory Experience Design

How can sensory and interaction choices make an experience clearer and more comfortable?

Students spot useful design clues, make two versions, test them, and improve the design without judging the person. Choose online or in-person classes in Apgujeong, in a one-to-one or small-group format.

The course was designed from open research published by Yale, Stanford, and Harvard. Students build the long-term academic foundation a college application later rests on: notice a problem, ask a question, compare two designs, revise, and explain the evidence in their own words.

What students build

Build one project
through 12 evidence steps.

  • Show no more than three steps at once.
  • Give clear feedback after each step.
  • Let the user choose and turn off visual, sound, or motion help.

Tool path

Paper and cardboardScratchmicro:bit MakeCodeLEGO SPIKE

Portfolio

  • Design evidence board
  • Before-during-after journey map
  • Prototype A/B
  • Test chart
  • Before-and-after explanation

Experience lenses

Emotional experienceThinking experienceSensory and physical experienceAction experienceSocial experienceTime and context

12-session roadmap

Visible work and
one next decision each time.

Open any session to see the mission, outputs, project step, and short family summary.

01
사용하기 어려운 물건의 단서 찾기

사용하기 어려운 물건의 단서 찾기

Students complete UX Mystery Box, make one clear design choice, test it, and record what changed.

Experience lenses
Thinking experienceSensory and physical experienceAction experience
Outputs
  • Design notes
  • Prototype or test plan
  • Evidence and next change
Project step

Add this session's evidence to the Welcome Buddy · Calm Transition Companion project.

Family summary

Today, students completed UX Mystery Box. They changed one design variable, checked the result, and explained the next improvement.

02
보이는 사실과 추측 나누기

보이는 사실과 추측 나누기

Students complete Story Rescue Mission, make one clear design choice, test it, and record what changed.

Experience lenses
Emotional experienceSocial experienceTime and context
Outputs
  • Design notes
  • Prototype or test plan
  • Evidence and next change
Project step

Add this session's evidence to the Welcome Buddy · Calm Transition Companion project.

Family summary

Today, students completed Story Rescue Mission. They changed one design variable, checked the result, and explained the next improvement.

03
화면 조건 하나를 바꿔 인상 비교하기

화면 조건 하나를 바꿔 인상 비교하기

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

Experience lenses
Emotional experienceSensory and physical experienceThinking experience
Outputs
  • Design notes
  • Prototype or test plan
  • Evidence and next change
Project step

Add this session's evidence to the Welcome Buddy · Calm Transition Companion project.

Family summary

Today, students completed Mood Mixer Machine. They changed one design variable, checked the result, and explained the next improvement.

04
헷갈리는 기계의 오류 찾아 고치기

헷갈리는 기계의 오류 찾아 고치기

Students complete Confusing Machine Escape Room, make one clear design choice, test it, and record what changed.

Experience lenses
Thinking experienceAction experienceSensory and physical experience
Outputs
  • Design notes
  • Prototype or test plan
  • Evidence and next change
Project step

Add this session's evidence to the Welcome Buddy · Calm Transition Companion project.

Family summary

Today, students completed Confusing Machine Escape Room. They changed one design variable, checked the result, and explained the next improvement.

05
사용 전·중·후 경험 지도 만들기

사용 전·중·후 경험 지도 만들기

Students complete Journey Map Adventure, make one clear design choice, test it, and record what changed.

Experience lenses
Time and contextEmotional experienceAction experienceSocial experience
Outputs
  • Design notes
  • Prototype or test plan
  • Evidence and next change
Project step

Add this session's evidence to the Welcome Buddy · Calm Transition Companion project.

Family summary

Today, students completed Journey Map Adventure. They changed one design variable, checked the result, and explained the next improvement.

06
유도하지 않고 관찰·인터뷰하기

유도하지 않고 관찰·인터뷰하기

Students complete Mini User Research Safari, make one clear design choice, test it, and record what changed.

Experience lenses
Action experienceThinking experienceSocial experience
Outputs
  • Design notes
  • Prototype or test plan
  • Evidence and next change
Project step

Add this session's evidence to the Welcome Buddy · Calm Transition Companion project.

Family summary

Today, students completed Mini User Research Safari. They changed one design variable, checked the result, and explained the next improvement.

07
사용자 말을 시험 가능한 요구사항으로 바꾸기

사용자 말을 시험 가능한 요구사항으로 바꾸기

Students complete Requirement Translator Challenge, make one clear design choice, test it, and record what changed.

Experience lenses
Thinking experienceAction experienceTime and context
Outputs
  • Design notes
  • Prototype or test plan
  • Evidence and next change
Project step

Add this session's evidence to the Welcome Buddy · Calm Transition Companion project.

Family summary

Today, students completed Requirement Translator Challenge. They changed one design variable, checked the result, and explained the next improvement.

08
시험용 작품 A와 B 공정하게 비교하기

시험용 작품 A와 B 공정하게 비교하기

Students complete Prototype Battle A/B, make one clear design choice, test it, and record what changed.

Experience lenses
Thinking experienceSensory and physical experienceAction experience
Outputs
  • Design notes
  • Prototype or test plan
  • Evidence and next change
Project step

Add this session's evidence to the Welcome Buddy · Calm Transition Companion project.

Family summary

Today, students completed Prototype Battle A/B. They changed one design variable, checked the result, and explained the next improvement.

09
사용자가 반응을 고르는 작품 만들기

사용자가 반응을 고르는 작품 만들기

Students complete Make It React, make one clear design choice, test it, and record what changed.

Experience lenses
Sensory and physical experienceAction experienceEmotional experience
Outputs
  • Design notes
  • Prototype or test plan
  • Evidence and next change
Project step

Add this session's evidence to the Welcome Buddy · Calm Transition Companion project.

Family summary

Today, students completed Make It React. They changed one design variable, checked the result, and explained the next improvement.

10
같은 과제로 두 설계 시험하기

같은 과제로 두 설계 시험하기

Students complete User-Test Arcade, make one clear design choice, test it, and record what changed.

Experience lenses
Action experienceThinking experienceEmotional experienceSocial experience
Outputs
  • Design notes
  • Prototype or test plan
  • Evidence and next change
Project step

Add this session's evidence to the Welcome Buddy · Calm Transition Companion project.

Family summary

Today, students completed User-Test Arcade. They changed one design variable, checked the result, and explained the next improvement.

11
결과표를 읽고 설계 개선하기

결과표를 읽고 설계 개선하기

Students complete Evidence Makeover, make one clear design choice, test it, and record what changed.

Experience lenses
Action experienceThinking experienceEmotional experience
Outputs
  • Design notes
  • Prototype or test plan
  • Evidence and next change
Project step

Add this session's evidence to the Welcome Buddy · Calm Transition Companion project.

Family summary

Today, students completed Evidence Makeover. They changed one design variable, checked the result, and explained the next improvement.

12
경험 설계 근거 발표하기

경험 설계 근거 발표하기

Students complete Inventor Expo, make one clear design choice, test it, and record what changed.

Experience lenses
Emotional experienceThinking experienceSensory and physical experienceAction experienceSocial experienceTime and context
Outputs
  • Design notes
  • Prototype or test plan
  • Evidence and next change
Project step

Add this session's evidence to the Welcome Buddy · Calm Transition Companion project.

Family summary

Today, students completed Inventor Expo. They changed one design variable, checked the result, and explained the next improvement.

Highlighted practicals

More investigating,
making, and testing.

Every class has a named activity, one variable to change, evidence to collect, and a low-tech option.

01

화면 조건 하나를 바꿔 인상 비교하기

Students change one design variable, run a safe task, and compare what happened.

Task result, time or errors, and user feedback
02

사용하기 어려운 물건의 단서 찾기

Students change one design variable, run a safe task, and compare what happened.

Task result, time or errors, and user feedback
03

헷갈리는 기계의 오류 찾아 고치기

Students change one design variable, run a safe task, and compare what happened.

Task result, time or errors, and user feedback
04

사용 전·중·후 경험 지도 만들기

Students change one design variable, run a safe task, and compare what happened.

Task result, time or errors, and user feedback

Assessment

Grade the research
and engineering, not the person.

We assess the quality of the question, evidence, build, test, improvement, access, and stated limits.

사용자 이해와 증거 수집25%
필요를 설계 요구사항으로 번역25%
시험용 작품·기술 구현20%
테스트·분석·반복 개선20%
윤리·포용·한계·소통10%

Safety boundary

Do not claim to know
a person's inner state.

Use safe tasks, minimal data, clear choices, and visible limits.

  • No emotion diagnosis: Do not claim to know a person's feelings, personality, health, or ability.
  • Design, not the person: Measure how a design supports a task. Do not score the user.
  • Choice and opt-out: Users can change, stop, correct, or refuse an adaptive feature.
  • Minimum data: Use synthetic or anonymous task data and collect only what the activity needs.
  • No hidden recording: Do not secretly collect voice, face, account, message, or sensor data.
  • Accessible alternatives: Offer more than one way to see, hear, control, and complete a task.

Family FAQ

Before starting
this level.

Clear answers about tools, outputs, and privacy for grades 3-5.

Does my student need coding or design experience?

No required tool experience. We choose a suitable path from Paper and cardboard, Scratch, micro:bit MakeCode, LEGO SPIKE and keep the same design question and evidence standard.

What does a student make in each class?

Each class leaves visible work, such as observation notes, a requirement, a prototype, test data, a chart, or a before-and-after improvement.

Does a student need to share private feelings?

No. Personal sharing is optional. Every core activity has a neutral Nova School scenario and an anonymous recording option.

How can this course support a future college application?

The course was designed from open research published by Yale, Stanford, and Harvard. Students build the long-term academic foundation a college application later rests on: notice a problem, ask a question, compare two designs, revise, and explain the evidence in their own words. A course title alone is not admissions evidence, and no course guarantees admission.

Can students take this course online or in person, one-to-one or in a small group?

Yes. The same roadmap is available online or in person at CIT in Apgujeong, Seoul, in one-to-one and small-group formats.

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