Research Overview
We developed four research questions and used three different research methods to appropriately address them. We wanted to know:
What experiences contribute to success for first-year students?
What are the defining points of a student’s experience at CMU?
How does the perspective of first year students of themselves vs. CMU’s perspective on them affect how we build the game?
What genre and form does this game take? What would incentivize a first year student to play a game about their experience?

Secondary Research
We identified key themes in the first-year experience and shaped our interview approach through literature review and Discord observations.
Literature Reviews
- Review of 14 papers related to the FY experience.
- Informed the creation of interview guides.
- Highlighted the experience of specific groups.
Digital Observations
- Observations on the Class of 2028+ Discord Server.
- Showed differences in student needs across colleges.
- Emphasis on upperclassmen as mentors.
Primary Research
We explored first-year students’ expectations, experiences, and campus interactions through interviews and contextual inquiries with students, faculty, and staff.


Student Interview

Pokemon Go
Surveys
We conducted surveys to understand students’ game preferences and experiences with educational games.
Game Genre Survey
- 50 respondents, all current CMU students.
- Questions about genre preferences, motivations for playing games, and time spent playing games.
Duolingo Diary Study
- 10 participants who responded about their daily Duolingo practice for a week.
- Questions about daily motivation, social features, and points of frustration or joy.
Research Synthesis
We then used affinity diagramming to synthesize our research findings and uncover key insights into student needs, current experiences, and game design opportunities.
Essential Skills
We identified the skills that students, faculty, and staff consider most important for CMU first-year students to develop during college.
Student Experience
We mapped students’ current experiences at CMU, highlighting both positive resources they find helpful and negative aspects they struggle with.
Game Design Features
We synthesized game-related insights by clustering features from existing apps worth adopting, along with features students wish to see in a future game.
Insights
Insight 1: A Sense of Belonging
Low pressure environments create a better sense of belonging for students due to the absence of prerequisite expectations.
Peer Bonding
Spending time with friends in both academic and casual settings builds emotional connection and belonging.
Inclusive Clubs
Stress-free, welcoming clubs help first-years connect beyond academics. Upperclass mentors and shared interests foster lasting relationships.
Casual Connection
Informal moments—like late-night talks—bring comfort and joy. These simple interactions support emotional well-being.
Insight 2: Barriers to Belonging
Students face mental, social, and academic pressure to build connections and maintain friendships.
Social and Mental Pressure
Students feel pressured to socialize excessively due to a fear of missing out and may struggle in unfamiliar groups or unsuitable circles.
Academic Pressure
Intense academic demands and CMU’s hustle culture sometimes prevent students from participating in social activities, resulting in stress and loneliness.
Imposter Syndrome
Imposter syndrome causes students to doubt their abilities, compare themselves negatively to peers, and prevents them from feeling like they belong at CMU.
Insight 3: Student Engagement with Resources
Challenges in accessing information about CMU resources can delay support and hinder the first-year experience.
Gaps in Awareness and Use
Some CMU resources were either unknown or unused by students, often due to uncertainty about their relevance or effectiveness.
Value of People Resources
Students found people-based resources—like TAs, professors, and advisors—especially helpful, along with academic tools like office hours and the CPDC.
Insight 4: Mentorship in College
Building personal relationships with mentors cultivates a better college experience for first-year students.
Desire for Upperclassmen Support
First-year students seek guidance from upperclassmen on academics, campus life, and relationships. Mentorship helps them adapt and feel a stronger sense of belonging.
Diverse Mentor Roles
Mentors take on different roles—academic, emotional, or social support. Though their purposes vary, they often overlap to create a well-rounded support system.
Positive Mentorship Loop
When supported by mentors, freshmen are more likely to become mentors themselves, forming a continuous loop of care across class years.
Insight 5: Agency
The ideal student is defined by agency.
Agency Drives Success
Student success is rooted in agency—knowing their goals and having the skills to act. This theme was consistent across interviews and literature.
Exploring Interests
Staff and students stressed the importance of exploration. Some confirmed existing interests, while others discovered new passions.
Asking for Help
Both groups highlighted the value of seeking support early. Students who asked questions and advocated for themselves gained confidence and clarity.
Game Preference Data
Based on insights from our Game Genre Survey, we identified several key features that make educational games more engaging:
1. Progression and Achievement Tracking
2. Engaging Competitive Elements
3. Personalized Game Experience
4. Habit Tracking for Consistent Play
5. Seamless Daily Life Integration
6. Social Play and Peer Collaboration