Original reading
A group of students designed a talking reminder box for a school exhibition. When a user pressed one large button, the box played a short recorded message. The team first wanted to add many functions, including a clock and a game. During a demonstration, however, a visitor could not find the message button among the small controls. The students removed the extra functions and made the main button easier to feel. They also added a visible label for users who could not hear the recording. The box was a classroom prototype, not a medical device. Its battery could run out, so the team warned visitors not to rely on it for essential medication. Their final display explained both the benefit and the limitation. The invention was less complicated than the first design, but more people could understand it. Testing had shown that a useful device solves a clear problem for a particular user.