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CIT.EXPERIENCE LAB

COLLEGE APPLICATION RESEARCH EVIDENCE · 중등

Accessible Game Onboarding접근 가능한 게임 온보딩

Multi-format guidance at the user's pace

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.

Course roadmap
Research questionStudent A/B testEvidence and limitsOwn contribution
01 / User and context

New players with different sensory and experience needs

Goals, controls, failure, and help in the first five minutes

Thinking experienceSensory and physical experienceSocial experience
02 / Problem

Dense information and single-sense instructions block some players.

Target experienceMulti-format guidance at the user's pace

03 / Testable requirements

Turn a need into a clear system promise

  • Name the user and context, then map the full experience.
  • Choose one design variable and a clear test rule.
  • Let the user change settings or turn off an unwanted feature.
04 / Alternatives

One variable, two versions

  • Prototype A: show the information and action directly.
  • Prototype B: test a different sense, order, or feedback style.
05 / Practical test

Check it with the same real task

Give both versions the same safe task. Compare success, time or errors, and a short user rating.

06 / Evidence

Use numbers and user comments

  • At least one action measure
  • Anonymous design or experience rating
  • Accessibility check and an open comment
AB

The chart values are synthetic examples for this course page, not student results.

07 / Redesign

Use the evidence to improve once

Change one feature supported by both the numbers and user comments. Record the before-and-after result and one limit.

08 / Ethics and accessibility

A good score is not the whole experience

Do not guess or manipulate a person's inner state. Use minimal data, clear choices, and an opt-out.

09 / Student output

Experience map, requirements, Prototype A/B, test chart, and before-and-after case study

FigmaHTML

Limit: A small class pilot is early evidence. Record how people and contexts differ, then name the next question to test.

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