PROJECT 01 · ARTEFACT 5
MVP experience curve
How the Discovery toolkit felt to young people, phase by phase, from their own feedback in July 2026. Confidence dips while they work out the game, then spikes once they do. Some of that dip is the point.
WHAT HAPPENED · MVP, JULY 2026
judgements come from young peopleJULY 2026, AS IT RAN○ PERCEIVED GOOD○ IT DEPENDS○ PERCEIVED BAD
- 1PHASE 1 · PERCEIVED BADArrival and onboardingWithout a facilitator, young people hesitate while they work out the mechanics. Peer groups adapt by trial and error, but structured settings need clear onboarding.“We sort of had to make up rules.”
- 2PHASE 2 · PERCEIVED GOODActive discovery: the productive dipGroups sort the 18 discovery cards together. Uncertainty over “doing it wrong” sometimes becomes a positive learning moment, usually when a facilitator is there.“It was confusing at first but once we got the hang of it, it was really easy.”
- 3PHASE 2 · PERCEIVED GOODActive discovery: the spikeFlexible rules let groups adapt the game to how they work, which builds ownership. Seeing their matched gateways?GATEWAYSThe seven broad sectors in the MBacc, like Digital or Financial, that young people explore careers through. on the tally chart is a clear moment of delight.“It was fun to hear everyone’s different answers in my group.”
- 4PHASE 3 · IT DEPENDSThe reveal and scoringA result that matches a young person’s direction reads as accurate. One that differs opens reflection when an adult is there, but the pack carried no prompt for it.“Suggest what the pathways for these careers look like.”
- 5PHASE 4 · PERCEIVED BADThe digital bridgeScanning a QR code to move from the tactile, social game to the online gateway pages causes a drop-off. Static pages feel disconnected from the energy of the game.“Second part: website gets basic and unfun, like any other careers website.”
- 6PHASE 5 · PERCEIVED BADThe cyclical loopGroups who followed the loop to the Next Steps Guide felt a strong sense of completion. Those who skipped straight to it risked losing confidence.“The tally was easy to use and I liked the quiz.”
SOURCE: YOUNG PEOPLE’S FEEDBACK, JULY 2026 · TRANSCRIBED FROM HANDWRITING
ROUGH WORK · SKETCHED FIRST · 1 SKETCH ▾
ROUGH WORK · SKETCHED FIRSTFLIP TO THE ROUGH WORK ▸
WHAT WE DESIGNED FOR · PHASE 3
INTENDED CURVEJULY 2026, FOR COMPARISON
- 1PHASE 1Explains itselfThe leaflet carries the sequence, the card limits and the framing that it is not a test, so a group opening the pack alone starts where a facilitated group starts.
- 2PHASE 2The dip we keepSorting stays a conversation between young people about what sounds like them. Uncertainty here is about themselves, and peers help each other through it.
- 3PHASE 3Shows its workingThe tally is revealed once, at the end. The 3/1 model is explained where it is used, and every gateway card carries recognisable roles.
- 4PHASE 4Keeps its promise on any deviceThree routes across the bridge (QR code, short URL, printed sheet) and a results page that opens with a suggestion.
- 5PHASE 5Stays openAll seven gateways are reachable from the results page, with employer content inside each, and changing direction is treated as the point.
