p.1 He gives a good argument for EUP, and a lot of things ring true to me: the recipe analogy, and the ideas that programming is just "giving directions"
p.2 An interesting point: most kids in programming classes don't continue (he says)... a future study could ask why?
p.2 He says we should get away from languages, and use the GUI for programming. I say great, but his idea of GUI is WIMP and I don't think wimp is good for this at all. (good for anything, for that matter)
p.6 KidSim has a clock. I think my game idea.. let's call it... BusyBodies... should have a clock too, one that you can wind back. What would be great is if you could wind back the clock on the work that was done indpendent of the programming you did. So, as cakes are coming down the line, you assemble BusyBodies, making a mess along the way, and when you think you have things set up, you can wind back the clock on the cakes, starting over, but your BusyBodies stay where they are. Then, you could independently undo the work you did with the busybodies.
p.6 The basic programming language is "graphical rewrite rules" (production systems). Like thing with the train in Your Wish is my Command. They also use PBD for
p.8 In talking about PBD, he points out that during recording users use the system just like they would if they weren't recording. This is a key benefit of PBD, and one that I have thought about with respect to the (not yet existing) programming system in Moda, which essentially records your behavior, and lets you annotate that script with programming chunks (loops, conditionals, etc).
PBD's big issue is generalization, it seems.
p.12 Great example of participatory design and paper prototyping.