Why start and stop on button up?
I just tried this. Timing starts and stops on button up. I realize that most of the kids that will use this probably have never used a physical stopwatch, but starting and stopping on the down click seems much more natural (and probably more accurate) to me.
Rmyers 22:32, 8 May 2008 (EDT)
 Gamepad vs. mouse button behavior
I just noticed in the test plan that the gamepad buttons work for this activity. Start/stop and reset on the gamepad work on button down. Much better than button up on the trackpad, but inconsistent.
Also 'circle' on the gamepad resets, which would lead me (at least) to believe that right click should do the same, it doesn't.
Also, moving with d-pad up and down, moves a focus area, which is the line that's active for gamepad clicks. Mouse clicks, don't move this focus, also inconsistent.
Rmyers 22:50, 8 May 2008 (EDT)
 Vague focus
When the activity starts, the focus rectangle does not show. When scrolling the focus rectangle with the d-pad, the focus can be moved off the top of the screen. I'd suggest that we
- start with focus on line 1
- don't allow focus to leave the screen
- move focus to moused line in case of mouse click
Rmyers 18:14, 9 May 2008 (EDT)
 Activity icon and name
That generic clock face icon doesn't say 'stopwatch' to me. Is a clock face with a button or two, like an old mechanical stopwatch too culture specific? If it is, how about something that implies motion or specific duration -- a running stick-figure perhaps? Speaking of that, Isn't it the metaphor that activities are verbs. That is shouldn't the activity be 'Time things' rather than 'Stopwatch'.
The icon is now a single handed three button stopwatch in version 3 (in the git). Better IMO.
Rmyers 18:24, 9 May 2008 (EDT)
 Long times are many seconds
Long times don't roll to minutes, or I assume, hours. Seconds just keep piling up.
Rmyers 19:52, 9 May 2008 (EDT)