
For the first comparison, the GATELOCK has 4 buttons (play, develop, draw, signout). We can leave the drawing tool for the main menu and put it later in other windows. The simplify main menu (on the right side) has smaller size of icons and a list of existing projects including one new project template.

The new project template will have 3 embedded functions - delete, save and develop. Children can give the project name (or rename) by clicking at the word new project. The diagram above show the interaction design differences between the current GATELOCK and the new-plan GATELOCK.

Next comparison, the current GATELOCK has two ways of browsing existing projects - scroll bar and arrow icons. In the new-plan GATELOCK, we will simplify the browsing interaction by having only one way, the scrolling. This icon (X) in the current GATELOCK was misunderstood and remark by someone as "close" instead of "delete"(?).

The dialog box/s used in the current GATELOCK will be used also in the new-plan GATELOCK. Perhaps we can simplify the sentence used and the confirmation of the questions asked.

Next comparison, if you want to play, in the current GATELOCK you need to move your cursor to top-upper screen and wait 2-3 seconds for the menu to appear (or you can just press Esc key). The waiting condition was said to be not appropriate and there is no indicator on the exact location of the menu. In he new-plan GATELOCK, we will put an indicator (a flap or flag) that show location of the menu. Again, the drawing icon will be delete since it is going to be use here.

Instead of hiding the left menu, we will stick the menu permanently on the left screen. The features of the menu will also be eliminate. We only use object and game level while others can be visualize using other methods (will be describe in further explanation).

To create a game object, currently we have to follow almost 6 steps. This steps can be shorten by re-designing it (as shown on the right side in the diagram). The interface of this section can be redesign according to designer creativity.
The interaction design should follows these rules by Donald Norman - affordance, constraint, visibility, mapping and feedback.