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Reading Note : Chapter 1 , The Psychopathology of Everyday Things, from The Design of Everyday Things by Donald A. Norman

  Thought : (About Cutting Game) Visibility Compare to the sample in the article, cutting game has relatively few function, and all the functions are mapping to controls one by one. This will not make user confused. For the tool (button), Scissor, pencil, eraser , hand, and the X(exit) are the most understandable tools But the effect of scissor is not realistic compared to cutting real paper with real scissor. The PageUP (arrow point upside), PageDown (arrow point to downside) buttons are not used by child at first, because they were originally been instructed to use the preview function to view multiple picture simultaneously. But in the recent days, I find that they learn to use them by themselves. I think it may be result from the simple function the button provi...

Reading Note - Designing for Usability: Key Principles and What Designers Think by John D. Gould and Clayton Lewis

  Thought : For Cutting Game, the project I am working on. Early Focus on Users and Tasks I will say that we did or we didn't. Did Our user is clearly stated at the beginning of the project : child with autism. The idea is raised by Prof. Lo from OT who was an expert on autism child therapy. The environment for the task (cutting game) is firmed : Playing the game at home. Didn't We did not have direct contact with child, at least we did not have chance to get children's trust and talk to them. Even we have the chance, it is still need a lot of effort and training to be able to interact with autism child carefully and properly. speak in a way that they can understand understand what they say ...