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Students change one design variable, run a safe task, and compare what happened.
Task result, time or errors, and user feedbackLONG-TERM ACADEMIC FOUNDATION · 초등 · GRADES 3-5
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
12-session roadmap
Open any session to see the mission, outputs, project step, and short family summary.
Students complete UX Mystery Box, make one clear design choice, test it, and record what changed.
Add this session's evidence to the Welcome Buddy · Calm Transition Companion project.
Today, students completed UX Mystery Box. They changed one design variable, checked the result, and explained the next improvement.
Students complete Story Rescue Mission, make one clear design choice, test it, and record what changed.
Add this session's evidence to the Welcome Buddy · Calm Transition Companion project.
Today, students completed Story Rescue Mission. They changed one design variable, checked the result, and explained the next improvement.
Students complete Mood Mixer Machine, make one clear design choice, test it, and record what changed.
Add this session's evidence to the Welcome Buddy · Calm Transition Companion project.
Today, students completed Mood Mixer Machine. They changed one design variable, checked the result, and explained the next improvement.
Students complete Confusing Machine Escape Room, make one clear design choice, test it, and record what changed.
Add this session's evidence to the Welcome Buddy · Calm Transition Companion project.
Today, students completed Confusing Machine Escape Room. They changed one design variable, checked the result, and explained the next improvement.
Students complete Journey Map Adventure, make one clear design choice, test it, and record what changed.
Add this session's evidence to the Welcome Buddy · Calm Transition Companion project.
Today, students completed Journey Map Adventure. They changed one design variable, checked the result, and explained the next improvement.
Students complete Mini User Research Safari, make one clear design choice, test it, and record what changed.
Add this session's evidence to the Welcome Buddy · Calm Transition Companion project.
Today, students completed Mini User Research Safari. They changed one design variable, checked the result, and explained the next improvement.
Students complete Requirement Translator Challenge, make one clear design choice, test it, and record what changed.
Add this session's evidence to the Welcome Buddy · Calm Transition Companion project.
Today, students completed Requirement Translator Challenge. They changed one design variable, checked the result, and explained the next improvement.
Students complete Prototype Battle A/B, make one clear design choice, test it, and record what changed.
Add this session's evidence to the Welcome Buddy · Calm Transition Companion project.
Today, students completed Prototype Battle A/B. They changed one design variable, checked the result, and explained the next improvement.
Students complete Make It React, make one clear design choice, test it, and record what changed.
Add this session's evidence to the Welcome Buddy · Calm Transition Companion project.
Today, students completed Make It React. They changed one design variable, checked the result, and explained the next improvement.
Students complete User-Test Arcade, make one clear design choice, test it, and record what changed.
Add this session's evidence to the Welcome Buddy · Calm Transition Companion project.
Today, students completed User-Test Arcade. They changed one design variable, checked the result, and explained the next improvement.
Students complete Evidence Makeover, make one clear design choice, test it, and record what changed.
Add this session's evidence to the Welcome Buddy · Calm Transition Companion project.
Today, students completed Evidence Makeover. They changed one design variable, checked the result, and explained the next improvement.
Students complete Inventor Expo, make one clear design choice, test it, and record what changed.
Add this session's evidence to the Welcome Buddy · Calm Transition Companion project.
Today, students completed Inventor Expo. They changed one design variable, checked the result, and explained the next improvement.
Highlighted practicals
Every class has a named activity, one variable to change, evidence to collect, and a low-tech option.
Students change one design variable, run a safe task, and compare what happened.
Task result, time or errors, and user feedbackStudents change one design variable, run a safe task, and compare what happened.
Task result, time or errors, and user feedbackStudents change one design variable, run a safe task, and compare what happened.
Task result, time or errors, and user feedbackStudents change one design variable, run a safe task, and compare what happened.
Task result, time or errors, and user feedbackAlternative final projects
Students can change the topic while keeping the same research, A/B test, evidence, access, and ethics standard.
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 →Assessment
We assess the quality of the question, evidence, build, test, improvement, access, and stated limits.
Safety boundary
Use safe tasks, minimal data, clear choices, and visible limits.
Family FAQ
Clear answers about tools, outputs, and privacy for grades 3-5.
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.
Each class leaves visible work, such as observation notes, a requirement, a prototype, test data, a chart, or a before-and-after improvement.
No. Personal sharing is optional. Every core activity has a neutral Nova School scenario and an anonymous recording option.
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.
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
We can match the grade, coding experience, and topic to paper, Figma, Scratch, web, Python, or robotics.