Last term I was teaching my class to use some of the drawing features of Scratch so they could design, build and test their own drawing application. This was a really interesting unit to work on, as it was one of the first that didn't have a game as an outcome, but an application. We chose to have a clear audience for our work, building our programs with year 3 children in mind. Having taught the key skills of using pens and integrating buttons in Scratch, we moved away from the computer suite and turned our attention to usability; the measure of how easy an application is to use. We spent a long time considering the needs of our end user, a year 3 pupil. Through mindmapping, we drew out that our programs should be: colourful bold fun to use simple intuitive Before we could start coding, I set the children off designing their user interfaces with these key requi...