Research Pitfalls — The Study Game (design note)
Research Pitfalls — The Study Game (design note)
A lightweight, text-only, self-contained game for junior PhD students setting up a study. Served at /tools/research-pitfalls/ (a static file without front matter, copied verbatim by Jekyll, like tools/research-values/). One index.html, inline CSS/JS, no build step, no CDN, no backend; progress in localStorage.
Audience and focus
First-year PhD student about to design a study. Machine learning (experimental and theory) is the main focus; a domain selector re-voices the same pitfalls for computational/simulation science, experimental/lab science, and social & behavioral science, and adds a few that are native to each (pseudoreplication, batch effects, blinding, measurement validity, convergence studies). “General” shows only the domain-neutral cards.
Four parts
- Run a study — 13 decisions across five phases (Question → Design → Execution → Analysis → Reporting). Each card is a situation with 2–3 options tagged
sound,pit(names a pitfall from the catalog) ormeh(defensible but costly). Two meters: weeks spent (budget 22; an all-sound run uses at most 21; going over demotes the verdict one band) and rigor, which starts at 100 and is scored relative to the deck: each card can lose at most (best option − worst option) rigor points, so the final number is 100 × (1 − losses / total possible losses) and does not depend on card order. Verdict bands: Ready for review (≥ 82) · Fixable: major revision (≥ 58) · Redesign (≥ 35) · Back to the question. A phase stepper shows one colored dot per decision; every choice gets a verdict with an icon and a text badge; pitfalls get a what / smells like / instead tile row plus a collapsed worked example and why it happens with its reading. Ends in a postmortem: verdict, a rigor trajectory chart, a collapsed phase-by-phase map of all pitfalls marked hit/dodged, the pitfalls hit as collapsible entries, the defensible-but-costly calls, and a reading list. Onlysoundchoices are credited as dodging a card’s pitfalls. Deck: per phase, half the slots (rounded randomly for odd picks) go to domain-specific cards and the rest to universal ones, then shuffled. The Analysis phase has no universal card left after the theory split, so it draws only from the domain’s own pool. - Train your taste — gamifies the discriminative skill from P2P No. 135 — Developing taste (taste is trainable by judging many examples with dense feedback and articulating why). Two drills alternate for 10 items: Which is stronger? (two plans/abstracts/claims that differ in one discriminating feature; sides are shown in random order and the explanation’s A/B letters are relabelled to match) and Spot the flaw (a plan, four same-phase diagnoses, one right; the reveal includes the repair — recognition vs repair — and a collapsed box showing what the pitfall looks like). After picking and before the reveal the player can write a one-line “why” (that is what trains the judge) and states confidence: guess (50% for pairs, 25% for four-option items) / leaning (70% / 60%) / sure (90%). Scoring is a roughly proper rule so the point-maximising choice is the honest one: right: sure +4, leaning +3, guess +1; wrong: sure −6, leaning −2, guess +1 (leaning beats guess above 60% belief, sure beats leaning above 80%, the midpoints between the stated probabilities). The result screen reports accuracy, points, average stated confidence, a calibration verdict with a reliability diagram (per-confidence-bin accuracy against stated probability; the weighted gap is an expected calibration error), the discriminating features missed, the player’s own notes, and a cumulative discriminator level (Untrained → Calibrating → Sharp → The reviewer authors ask for). Level points count only the first exposure to an item, so repetition does not level you up.
- Field guide — the full pitfall catalog by phase as expandable tiles (what / smells like / instead / read, plus the worked example), hit/dodged marks from this device, a glossary of every term the game uses, the player’s taste-gym notes, and every linked resource in one list.
Didactic design (after a learning-science review)
- Contrast at the moment of feedback. After a pitfall or costly pick, the reveal shows the sound option and its reasoning next to the chosen one, so the learner compares rather than just reads a verdict. “Defensible, costly” is defined in one fixed line every time it appears.
- Generation before feedback. Commit first (a home-screen toggle, and on automatically for the first three decisions of a first run) hides the options until the player has written what they would do; the line is echoed next to the verdict. In the taste gym the “why” box comes before the confidence chips and gets focus on hover-capable devices; Enter or 1/2/3 from an empty box moves on, so the keyboard path is not interrupted.
- Spaced review. Review what you fell in (N) on the home screen builds a deck from the cards whose pitfalls the player has hit on this device.
- Easy wins first. Within a phase, cards with fewer pitfall options and fewer words come first.
- The postmortem teaches. “One thing to do tomorrow” prints the fix for the costliest pitfall hit; “Copy as checklist” emits a tick-list of fixes; “Copy for your supervisor” prepends “Pitfalls I want to avoid in my study”. The reading list shows one item per pitfall first, the rest collapsed. The map marks pitfalls that are not in the chosen domain’s deck as such.
- Honest scoring copy. A wrong guess shows “+1 · a guess is never penalized” with a one-time note that guessing is the honest choice below 60% belief; the calibration label is decided by the same per-bin error the reliability diagram shows, explained without classifier jargon.
- Nuance lines on absolute-sounding lessons (test set, three seeds, toy models, one message per paper, data that cannot be shared, pre-planned pilots) to avoid installing wrong rules.
- Length balance. About half the sound options now carry a short rationale and half the pitfall options carry none, so terseness is not a tell (sound option longest on 16 of 59 cards, shortest on 30).
UX (after a browser-driven review)
Why-box before confidence; term strip below the verdict so it does not compete with the options; hover tooltips not clipped by the next option; on touch devices the underlines are dropped (the chips carry the definitions) and keyboard hints are hidden; phase line in sentence case with the phase blurb only on the first card of a phase; mobile stepper shows only the current phase label; chart type sizes legible at phone width; dark-mode digits use the on-accent token; field guide has jump links and a glossary filter; “Your taste, measured” instead of “Your discriminator”; the top level is “The reviewer you’d want”.
- Scope an idea — five questions a supervisor, a reviewer and a funder all ask, each with an anchored 0–3 scale: novelty (ten named kinds with examples: new method, new question, connecting fields, new evidence, new measurement/dataset, new explanation, simplification, new application, new capability, new lens), impact (six kinds: changes practice, changes belief, enables others, settles a debate, opens a direction, beyond academia), feasibility, killability, fit. A live radar and a novelty-versus-feasibility map (Alon’s quadrants: moonshot / PhD-shaped / exploit / avoid) read the shape, with a verdict and reading. Five sample ideas across domains carry three scorers (author, two reviewers) with rationales; the reveal overlays their shapes on yours and shows a per-dimension dot plot with the spread, to make the subjective element visible and to argue that naming the kind of novelty is what lets people disagree about the same thing. For your own idea, a scope statement (weeks, one claim, who it matters to, kill test by week N) is generated for copying. Each dimension has a collapsed “why this is partly subjective” note.
Visual elements
Fourteen template pictograms (target, story, scope, clock, loop, check, fork, noise, shortcut, leak, weights, confound, cluster, bound, select) drawn as inline SVG with theme tokens; every pitfall maps to one, shown in the pitfall box with a caption, in the guide tiles, in the postmortem entries and next to “one thing to do tomorrow”. Phase icons replace numbers in the stepper and guide. The home screen opens with a path-with-pits illustration. The taste reveal tips a balance scale toward the stronger side. Charts: rigor trajectory, reliability diagram, idea-shape radar, novelty × feasibility map, scorer dot plot.
Voice (after an audit against the author’s newsletter)
The copy addresses the player as a peer (“you”), with no first person, American spelling, sentence-case headings, typographic quotes, names in running prose as “Lipton and Steinhardt” (ampersands only in citations), three-author papers named in full, no emoji, jokes at the system’s expense and never the player’s. Feedback strings are kept under about 35 words and worked examples under about
- “P2P” is expanded once in the field guide.
Terms and tooltips
Every technical term in a situation, option, plan, pair or reveal gets a dotted underline and a hover tooltip with a one-line definition, and each card lists its terms in a tap-safe strip underneath (the options are buttons, so a tap on an underlined word would otherwise pick the answer). The index is built from GLOSSARY ([term, definition, surface forms], ~180 entries after an exhaustive audit of every decision and option text) plus the 45 pitfall names, whose tooltip is the catalog’s one-line what. Only the first occurrence of a term in a text block is marked; surface forms are chosen to avoid ordinary English words (so “wells” is marked, “well” is not). Idioms that a non-native reader might miss were reworded in the cards.
Content
- 45 pitfalls (each with a worked example and a longer explanation), 59 scenario cards, 15 pairwise items, 20 spot-the-flaw items (options use the catalog’s pitfall names), 60 glossary entries (about 180 with the tooltip audit), 70 resources. The “why” notes from the taste gym are listed in the field guide.
- Reviewed with an audience-persona pass (five first-year personas across domains) and a devil’s-advocate pass (factual claims about cited papers verified, game logic simulated, scoring fairness, accessibility); both rounds’ findings are folded in. Option texts are length-balanced so the sound answer is not the longest one; pitfall options carry a plausible justification.
- Resources are Path to PhD posts (developing taste, idea triage, hypotheses need to be predictive, multiple working hypotheses, strong inference, method vs problem orientation, contingency plans, quit-and-grit, open-loop postmortems, single measure/complex thing, …) plus the canonical rigor literature (Lipton & Steinhardt; Kapoor & Narayanan; Henderson et al.; Bouthillier et al.; Agarwal et al.; Dodge et al.; Melis et al.; Recht et al.; Geirhos et al.; Nagarajan & Kolter; Zhang et al.; Gelman & Loken; Simmons et al.; Kerr; Ioannidis; Button et al.; Nosek et al.; Hurlbert; Leek et al.; Platt; Chamberlin; Hamming; Feynman; Tao; Peyton Jones; Karpathy).
- All content lives in the
DOMAINS / PHASES / RESOURCES / PITFALLS / CARDS / PAIRS / FLAWS / GLOSSARY / LESSONSconstants at the top of the script; adding a card is adding an object.
Deep links
?domain=ml_exp|ml_theory|comp|lab|social|any and ?mode=run|taste|guide.
Accessibility and UX
Keyboard: A/B/C(/D) to choose, 1/2/3 for confidence, Enter for next (native activation is left alone for focused buttons, links and summaries). Focus moves to the new card’s title and, after answering, to the Next button; the verdict is a polite live region; revealed options carry text badges, not color alone; contrast tokens (--on-accent, --btn) keep button and badge text at AA in both themes; prefers-reduced-motion honoured; dark mode via prefers-color-scheme (with data-theme overrides); no horizontal scroll at 375 px. Copy-summary buttons on both result screens.
