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authorDave Clark <[email protected]>2018-05-11 13:28:48 -0400
committerDave Clark <[email protected]>2018-05-11 13:28:48 -0400
commitd16df7c2961d62a7ca3d1c30e38dacb3007311bc (patch)
tree2c852e9d063d5a22f7494bb4760f3107e148b83e /doc/NVIDIA_Highlights_FAQ.md
parentFix italics (diff)
downloadgfesdk-d16df7c2961d62a7ca3d1c30e38dacb3007311bc.tar.xz
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Fix Highlights FAQ wording
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1 files changed, 1 insertions, 1 deletions
diff --git a/doc/NVIDIA_Highlights_FAQ.md b/doc/NVIDIA_Highlights_FAQ.md
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--- a/doc/NVIDIA_Highlights_FAQ.md
+++ b/doc/NVIDIA_Highlights_FAQ.md
@@ -48,7 +48,7 @@ This document covers the reasons for integrating Highlights, an explanation for
* The button should be prominently displayed to allow users to easily find the feature.
* When implementing your UI element follow the “NVIDIA HIGHLIGHTS BUTTON PROPER USAGE” guidelines document in the _GFE-SDK_ package adhering to the sizes, clear space, and specific colors prescribed there. The package also provides the necessary vector graphics assets files to do so.
-## When should I should I allow the user to open the Highlights Summary?
+## When should I allow the user to open the Highlights Summary?
* When the user has plenty of time to casually interact with their highlights. A short countdown timer before next round starts, where the level reloads and the user is back in the action, would not give the user time.
* When the summary can be repeatedly accessible, allowing the user to open it, close it, and decide to re-open to work with any remaining highlights. If the user accidentally closes it, they shouldn’t be locked out of getting back to their remaining highlights.