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CIT.EXPERIENCE LAB

COLLEGE APPLICATION RESEARCH EVIDENCE · 중등 · GRADES 6-8

UX Mission LabHuman-Centered UX & Experience Engineering

How do design choices change how users feel, understand, decide, and act?

Students study a user journey, set one clear design rule, and run a fair A/B usability test. 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 Stanford and MIT. Students learn how university researchers turn a question about easy, safe technology into a fair comparison. They preserve the question, two designs, task results, revision, and limits so their own thinking is visible in a later college application.

What students build

Build one project
through 12 evidence steps.

  • Make one next action clear on the first screen.
  • Let the user change support and alert settings.
  • Keep the user's choices after an error, cancel, or restart.

Tool path

Interview and observation cardsFigmaSpreadsheetsHTML, CSS, and JavaScriptOptional micro:bit

Portfolio

  • Anonymous research notes
  • Full user journey
  • Experience matrix
  • Usability dataset
  • UX case study

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 화면의 원인 찾기

사용하기 어려운 화면의 원인 찾기

Students complete UX Crime Scene, 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 FocusFlow Homework Starter Experience project.

Family summary

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

02
답을 유도하지 않는 인터뷰 만들기

답을 유도하지 않는 인터뷰 만들기

Students complete Interview Without Leading, make one clear design choice, test it, and record what changed.

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

Add this session's evidence to the FocusFlow Homework Starter Experience project.

Family summary

Today, students completed Interview Without Leading. They changed one design variable, checked the result, and explained the next improvement.

03
익명 관찰로 사용자 경험 조사하기

익명 관찰로 사용자 경험 조사하기

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

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

Add this session's evidence to the FocusFlow Homework Starter Experience project.

Family summary

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

04
여러 관찰에서 공통 문제 찾기

여러 관찰에서 공통 문제 찾기

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

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

Add this session's evidence to the FocusFlow Homework Starter Experience project.

Family summary

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

05
정보가 너무 많을 때의 어려움 줄이기

정보가 너무 많을 때의 어려움 줄이기

Students complete Memory Overload Challenge, 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 FocusFlow Homework Starter Experience project.

Family summary

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

06
느낌을 디자인 조건으로 바꾸기

느낌을 디자인 조건으로 바꾸기

Students complete Kansei Experience Studio, 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 FocusFlow Homework Starter Experience project.

Family summary

Today, students completed Kansei Experience Studio. They changed one design variable, checked the result, and explained the next improvement.

07
Experiment Builder

Experiment Builder

Students complete Experiment Builder, 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 FocusFlow Homework Starter Experience project.

Family summary

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

08
시험용 작품 A와 B 만들고 비교하기

시험용 작품 A와 B 만들고 비교하기

Students complete Prototype Sprint A/B, 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 FocusFlow Homework Starter Experience project.

Family summary

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

09
Make It Work

Make It Work

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

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

Add this session's evidence to the FocusFlow Homework Starter Experience project.

Family summary

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

10
알림 방식에 따른 사용 편의 비교하기

Notification DJ Usability Test Lab

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

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

Add this session's evidence to the FocusFlow Homework Starter Experience project.

Family summary

Today, students completed Notification DJ Usability Test Lab. They changed one design variable, checked the result, and explained the next improvement.

11
Data Story and Dark-Pattern Trial

Data Story and Dark-Pattern Trial

Students complete Data Story and Dark-Pattern Trial, make one clear design choice, test it, and record what changed.

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

Add this session's evidence to the FocusFlow Homework Starter Experience project.

Family summary

Today, students completed Data Story and Dark-Pattern Trial. They changed one design variable, checked the result, and explained the next improvement.

12
사용자 경험 개선 과정을 사례로 발표하기

사용자 경험 개선 과정을 사례로 발표하기

Students complete UX Case-Study Pitch, 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 FocusFlow Homework Starter Experience project.

Family summary

Today, students completed UX Case-Study Pitch. 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

알림 방식에 따른 사용 편의 비교하기

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

Task result, time or errors, and user feedback
02

정보가 너무 많을 때의 어려움 줄이기

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

Task result, time or errors, and user feedback
03

느낌 낱말을 디자인 조건으로 분류하기

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

Task result, time or errors, and user feedback
04

판단을 속이는 화면 찾아내기

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

Task result, time or errors, and user feedback

Alternative final projects

Same skills.
Different interests.

Students can change the topic while keeping the same research, A/B test, evidence, access, and ethics standard.

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 수집20%
필요를 설계 요구사항으로 번역20%
시험용 작품·기술 구현20%
테스트·분석·반복 개선25%
윤리·포용·한계·소통15%

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 6-8.

Does my student need coding or design experience?

No required tool experience. We choose a suitable path from Interview and observation cards, Figma, Spreadsheets, HTML, CSS, and JavaScript, Optional micro:bit 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 Stanford and MIT. Students learn how university researchers turn a question about easy, safe technology into a fair comparison. They preserve the question, two designs, task results, revision, and limits so their own thinking is visible in a later college application. 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