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 feedbackCOLLEGE APPLICATION RESEARCH EVIDENCE · 중등 · GRADES 6-8
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
12-session roadmap
Open any session to see the mission, outputs, project step, and short family summary.
Students complete UX Crime Scene, make one clear design choice, test it, and record what changed.
Add this session's evidence to the FocusFlow Homework Starter Experience project.
Today, students completed UX Crime Scene. They changed one design variable, checked the result, and explained the next improvement.
Students complete Interview Without Leading, make one clear design choice, test it, and record what changed.
Add this session's evidence to the FocusFlow Homework Starter Experience project.
Today, students completed Interview Without Leading. They changed one design variable, checked the result, and explained the next improvement.
Students complete Field Research Mission, make one clear design choice, test it, and record what changed.
Add this session's evidence to the FocusFlow Homework Starter Experience project.
Today, students completed Field Research Mission. They changed one design variable, checked the result, and explained the next improvement.
Students complete Wall of Evidence, make one clear design choice, test it, and record what changed.
Add this session's evidence to the FocusFlow Homework Starter Experience project.
Today, students completed Wall of Evidence. They changed one design variable, checked the result, and explained the next improvement.
Students complete Memory Overload Challenge, make one clear design choice, test it, and record what changed.
Add this session's evidence to the FocusFlow Homework Starter Experience project.
Today, students completed Memory Overload Challenge. They changed one design variable, checked the result, and explained the next improvement.
Students complete Kansei Experience Studio, make one clear design choice, test it, and record what changed.
Add this session's evidence to the FocusFlow Homework Starter Experience project.
Today, students completed Kansei Experience Studio. They changed one design variable, checked the result, and explained the next improvement.
Students complete Experiment Builder, make one clear design choice, test it, and record what changed.
Add this session's evidence to the FocusFlow Homework Starter Experience project.
Today, students completed Experiment Builder. They changed one design variable, checked the result, and explained the next improvement.
Students complete Prototype Sprint A/B, make one clear design choice, test it, and record what changed.
Add this session's evidence to the FocusFlow Homework Starter Experience project.
Today, students completed Prototype Sprint A/B. They changed one design variable, checked the result, and explained the next improvement.
Students complete Make It Work, make one clear design choice, test it, and record what changed.
Add this session's evidence to the FocusFlow Homework Starter Experience project.
Today, students completed Make It Work. They changed one design variable, checked the result, and explained the next improvement.
Students complete Notification DJ, make one clear design choice, test it, and record what changed.
Add this session's evidence to the FocusFlow Homework Starter Experience project.
Today, students completed Notification DJ Usability Test Lab. They changed one design variable, checked the result, and explained the next improvement.
Students complete Data Story and Dark-Pattern Trial, make one clear design choice, test it, and record what changed.
Add this session's evidence to the FocusFlow Homework Starter Experience project.
Today, students completed Data Story and Dark-Pattern Trial. They changed one design variable, checked the result, and explained the next improvement.
Students complete UX Case-Study Pitch, make one clear design choice, test it, and record what changed.
Add this session's evidence to the FocusFlow Homework Starter Experience project.
Today, students completed UX Case-Study Pitch. 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.
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 →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 6-8.
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.
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 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.
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.