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	<pubDate>Tue, 08 Jun 2010 15:07:21 +0000</pubDate>
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		<title>GAMING THE INTERFACE</title>
		<link>http://gmulder.de/?p=117</link>
		<comments>http://gmulder.de/?p=117#comments</comments>
		<pubDate>Wed, 28 Apr 2010 16:11:41 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Konzeption]]></category>

		<category><![CDATA[gaming]]></category>

		<category><![CDATA[sxsw]]></category>

		<category><![CDATA[UX]]></category>

		<guid isPermaLink="false">http://gmulder.de/?p=117</guid>
		<description><![CDATA[Another <a href="http://sxsw.com">SXSW-inspired post</a> - about something that has kept me thinking at least since fall 2009: <strong>what can we learn from game designers about how to design interfaces for complex applications?</strong> The basic idea is: applications present you with their full set of features from the get-go, maybe give you a little video and their help and that is that. It's a bit like being dropped in the middle of the jungle with a map and a pat on the back: good luck old chap, you'll figure it out. Most users never progress beyond a simple set of tools they quickly get familiar with and never venture any further, forever using the space-bar instead of tabs to position text.]]></description>
			<content:encoded><![CDATA[<p>Another <a href="http://sxsw.com">SXSW-inspired post</a> - about something that has kept me thinking at least since fall 2009: <strong>what can we learn from game designers about how to design interfaces for complex applications?</strong> The basic idea is: applications present you with their full set of features from the get-go, maybe give you a little video and their help and that is that. It&#8217;s a bit like being dropped in the middle of the jungle with a map and a pat on the back: good luck old chap, you&#8217;ll figure it out. Most users never progress beyond a simple set of tools they quickly get familiar with and never venture any further, forever using the space-bar instead of tabs to position text.</p>
<p><span id="more-117"></span></p>
<p>Games, on the other hand, start with a simple set of tools and abilities and a simple interface. Then, as you game your way up from level to level, both tools/abilities and interface grow in power and complexity up to a point that you would never have though possible starting out. And all that is driven by your experience and learning your way around, which in turn are driven by your motivation to solve certain problems - like saving the princess. </p>
<p><a href="http://www.blogger.com/profile/10437870541630835660">Danc</a> from Lostgarden <a href="http://lostgarden.com/2008/10/princess-rescuing-application-slides.html">gave a talk about he principles behind game design and their possible application to interface design</a> to the Seattle IxDA chapter way back in 2008. It&#8217;s not only still worth looking up - it is a good basis for starting to think about applying these principles.</p>
<p>So - is all just Game? Jesse Schell (<a href="http://www.etc.cmu.edu/people/faculty/index.php">Professor at Carnegie Mellon University</a>) shares thoughts about the pervasiveness of gaming in his <a href="http://www.dicesummit.org/speakers/speaker_Details.asp?idSpeaker=179">DICE2010</a> talk: When games invade real life - where he dives into a world of game development which will emerge from the popular &#8220;Facebook Games&#8221; era:</p>
<p><object width="480" height="418" data="http://g4tv.com/lv3/44277" type="application/x-shockwave-flash"><param name="id" value="VideoPlayerLg44277" /><param name="allowScriptAccess" value="always" /><param name="allowFullScreen" value="true" /><param name="src" value="http://g4tv.com/lv3/44277" /><param name="name" value="VideoPlayer" /><param name="allowfullscreen" value="true" /></object></p>
<div style="margin: 0pt; text-align: center; width: 480px; font-family: Arial,sans-serif; font-size: 12px; color: #ff9b00;"><a style="color:#FF9B00;" href="http://g4tv.com/games/pc/index" target="_blank">PC Games</a> - <a style="color:#FF9B00;" href="http://g4tv.com/e32010" target="_blank">E3 2010</a> - <a style="color:#FF9B00;" href="http://g4tv.com/games/ps3/61899/guitar-hero-5/index" target="_blank">Guitar Hero 5</a></div>
<p>He also makes the point that you want to level complex or complicated tasks by providing gaming incentives that motivate people to explore new features. And that  you do that by rewarding them for exploring and learning.</p>
<p>A reward system is apparently also what drives <a href="https://www.mturk.com/mturk/welcome">Amazons Mechanical Turk</a>: <a href="http://waxy.org/">Andy Baio</a> told the audience in his SXSWi session &#8220;Gaming the Crowd: Turning Work Into Play&#8221; that he set up a mechanical turk task to ask people why they turk. About 1/3 said that they did it for fun.</p>
<blockquote><p><a href="http://twitter.com/screeny">@screeny</a>: Whether Amazon intended to or not they turned Mechanical Turk into a game. A MMORPG of sorts. #gamingthecrowd</p></blockquote>
<p>So giving out badges for bugtracking seems to work. But how do you incorporate these principles into applications like word processing or email/messaging or most anything aimed at normal users and their mundane tasks? How do you build applications that grow with the demands and reward change? </p>
<p>Again, it is Danc who <a href="http://lostgarden.com/2010/01/ribbon-hero-turns-learning-office-into.html">writes about a Office Add On that tries just that</a> with Ribbon Hero:</p>
<blockquote><p>Imagine Microsoft Office turned into a video game. One where learning a productivity app is a delight. One where the core loop of gameplay involves using and gaining skills in Word, Excel and PowerPoint.</p>
<p>It sounds a bit unlikely doesn’t it?</p>
<p>Well, I’m happy to announce the availability of Ribbon Hero, a new download from Microsoft that turns using Office into a game. I’ve been helping the fine folks over in Office Labs with the design and we are all immensely proud that this is getting released to the public. Huge kudos to Jen, Jonas and the rest of the team. CNET calls it &#8220;Brilliant&#8221;.<br />
<a href="http://lostgarden.com/2010/01/ribbon-hero-turns-learning-office-into.html">Ribbon Hero turns learning Office into a game</a>
</p></blockquote>
<p>Ribbon Hero aims to &#8220;level people up in their abilities&#8221; in MS Office and allow them to share their results on Facebook. - coming from the knowledge that people wanted to use more features of Office - but didn&#8217;t know how. <a href="http://channel9.msdn.com/posts/LarryLarsen/Behind-Ribbon-Hero/">MSNBC&#8217;s Channel 9</a> Jonas Henlin from the Office Labs explains how Ribbon Hero was developed. Ribbon Hero is available on the <a href="http://www.officelabs.com/ribbonhero">Office Labs&#8217; Ribbon Hero page</a>, where there are also a few more videos. And here is a talk Danc gave at Word Camp 2010 in early may:</p>
<div style="width:477px" id="__ss_4133947"><strong style="display:block;margin:12px 0 4px"><a href="http://www.slideshare.net/danctheduck/wordcamp-2010-public" title="Wordcamp 2010   public">Wordcamp 2010   public</a></strong><object id="__sse4133947" width="477" height="510"><param name="movie" value="http://static.slidesharecdn.com/swf/doc_player.swf?doc=wordcamp2010-public-100517214725-phpapp02&#038;stripped_title=wordcamp-2010-public" /><param name="allowFullScreen" value="true"/><param name="allowScriptAccess" value="always"/><embed name="__sse4133947" src="http://static.slidesharecdn.com/swf/doc_player.swf?doc=wordcamp2010-public-100517214725-phpapp02&#038;stripped_title=wordcamp-2010-public" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="477" height="510"></embed></object>
<div style="padding:5px 0 12px">View more <a href="http://www.slideshare.net/">documents</a> from <a href="http://www.slideshare.net/danctheduck">danctheduck</a>.</div>
</div>
<p>It mostly adds another layer that introduces highscores into a world that previously had to live without them, thus giving you a way to brag about your achievements, but also teaches you about features by letting you play through challenges that you can call up if you are intrested in completing certain tasks.</p>
<p><strong>Rewarding and giving you bragging rights is a topic that was very much at the centre of the<a href="http://my.sxsw.com/e/7977"> Gaming the System with 4chan</a> talk at SXSW.</strong></p>
<p>4chan&#8217;s <a href="http://www.facebook.com/pages/Christopher-Poole/27462627643">Christopher Poole</a> (<a href="http://youfuckedup.wordpress.com/2009/04/27/time-magazine-fucked-up/">moot</a>) and <a href="http://ascii.textfiles.com/">Jason Scott</a> told us about how inherently fickle motivations can be - and how they may take up a life of their own. moot becoming the Time Magazine&#8217;s Most Influential Person 2009 is nothing anybody ever planned - it just happened. It is a sort of emergent behaviour: a group somehow attracted by meme-engine 4chan decided they wanted him there. If he&#8217;d told them to, he admits, it would never have happened.<br />
And this was only one example of how motivation is the sometimes unpredictable key point, that is rooted in the possibly varied interpretations of the values associated with the application. 4chan is probably not a good role model, but a good example: the core value of anarchic freedom ruled only by the will to fame and the <a href="http://www.4chan.org/rules">rules</a> are what make it extremely unpredictable. But any platform or emergent technology makes very visible what is also true for any tool or application: there is no end to the user&#8217;s ingenuity in putting tools to unprecedented uses.</p>
<p>So probably this whole gaming the interface thing is one more thing to go social with your application: from delivering a product (and maybe listening to feedback from disgruntled or happy users) to a truly interactive approach that allows your users to really <em>own</em> the application and making it part of a socially interactive network. </p>
<p>Which means that you should think hard about the kind of rules you set up for your gamed interface - and what kind of values they reflect.</p>
<blockquote><p>wikipedia is a game where you can choose to be a beaurocrat #gamingwith4chan (<a href="http://ascii.textfiles.com/">Jason Scott</a>)</p></blockquote>
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		<title>CONTENT STRATEGY</title>
		<link>http://gmulder.de/?p=104</link>
		<comments>http://gmulder.de/?p=104#comments</comments>
		<pubDate>Fri, 12 Mar 2010 23:55:50 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Konzeption]]></category>

		<category><![CDATA[content]]></category>

		<category><![CDATA[English]]></category>

		<category><![CDATA[sxsw]]></category>

		<guid isPermaLink="false">http://gmulder.de/?p=104</guid>
		<description><![CDATA[Greetings from SXSW - with a post about the talk Understanding Content: The Stuff We Design For by <a href="http://blog.rachellovinger.com/">Rachel Lovinger</a> and <a href="http://karenmcgrane.com/">Karen McGrane</a>]]></description>
			<content:encoded><![CDATA[<p>Greetings from <a href="http://sxsw.com">SXSW</a>. Instead of telling y&#8217;all how nice and balmy and generelly brilliant it is out here, why not tell you about some talks I attended here?<br />
<br />
Right - why not. First one is that one: <a href="http://my.sxsw.com/events/event/701">Understanding Content: The Stuff We Design For</a>. That talk by <a href="http://blog.rachellovinger.com/">Rachel Lovinger</a> and <a href="http://karenmcgrane.com/">Karen McGrane</a> was getting me all interested because I have just worked on a project where, as it turns out, this point did get some, but not all of the attention it deserved.<br />
<br />
Now what is this content strategy thing all about? Rachel Lovinger began by telling the fairy tale of a project to build an art gallery where everything was taken into account - the place, how it was supposed to feel, what colours the walls should be painted - everything except&#8230;. the art that they were to display there. So: when the artist turned up with their art it kinda didn&#8217;t fit the beautiful new gallery that had been built&#8230; I.e.: in many porjects the actual content the of the site is often dealt with in the same manner as certain spots in ye olde mappe: you just write &#8220;here be dragons&#8221; and be done with it.<br />
<br />
Instead you should take your content seriously and make it part of the design process. How?</p>
<p><span id="more-104"></span></p>
<p>Start by analyzing your content: what kind of content do you have (images? text? audio? video? comments?&#8230; you get the drift) and then thoroughly and mercilessly check for content that is no longer needed.<br />
<br />
And then document: what, where, where does it come from (and maybe think about what content to evaluate, if it is just too much). In the talk, they suggested to &#8220;put it in a really big spreadsheet (and decide which information to document there - like what, where it&#8217;s from and who owns it)&#8221;. However you document it - you should be able to cross-reference it and find a way to keep ahead of the untold numbers of content you find. Because the next step is to&#8230;<br />
<br />
Find out how is it organized and see, if that still makes sense. I.e. is there a reason why exhibit &#8220;A&#8221; is where it is - or was there just no other place you could think of to put it. And is there a better way to stack your content?<br />
<br />
Next, you should of course analyse other factors such as seo, accessibility, functional requirements and - my I add the output device.<br />
<br />
FInally: Asses the Quality of the Content. Ask yourself the question:<br />
- do you have all the content you need<br />
- is it up to date?<br />
- is it communicating clearly?<br />
- is it relevant?<br />
- are tone and style appropriate?<br />
- is it meeting your business needs?<br />
<br />
The art with question like these of course is not asking them, but answering them honestly and maybe ask your users that they think about the issues regarding your webpage.<br />
<br />
After the talk I was left with the impression that I had just gotten a good run-through of the basics of content strategy. Something to work with. Hope I could relate that.</p>
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		<title>BAD SCIENCE &amp; UX</title>
		<link>http://gmulder.de/?p=77</link>
		<comments>http://gmulder.de/?p=77#comments</comments>
		<pubDate>Fri, 11 Dec 2009 13:21:16 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Konzeption]]></category>

		<category><![CDATA[and another thing]]></category>

		<category><![CDATA[Books]]></category>

		<category><![CDATA[English]]></category>

		<category><![CDATA[Goldacre]]></category>

		<category><![CDATA[Science]]></category>

		<category><![CDATA[Usertesting]]></category>

		<category><![CDATA[UX]]></category>

		<guid isPermaLink="false">http://gmulder.de/?p=77</guid>
		<description><![CDATA[Ever sat in a meeting where two opposing parties - or stakeholders, as you might call them - lambasted each other with what their respective user research had found out? Ben Goldacre's Bad Science my be a book that helps you along in such circumstances.]]></description>
			<content:encoded><![CDATA[<p><strong>And another thing&#8230;.Books, that may have nothing to do with UX and are still worth a read for UX professionals.</strong></p>
<p></br><br />
Ever sat in a meeting where two opposing parties - or stakeholders, as you might call them - lambasted each other with what their respective user research had found out? Sure you have, and you may even have witnessed one <strong>where they held opposing views on the same usability subject concerning their site: each side using a study they had commissioned to prove their point.</strong><br />
<span id="more-77"></span><br />
</br><br />
Now that usually is the time when you start thinking about what you can do to help a situation that may not have much to do with users and their experience. But the last time I had that kind of meeting a different thought struck me: <strong>how can it be that two studies that are supposed to measure the same thing come to different conclusions?</strong> Especially given that it is probably not exactly cutting edge science that we are dealing with here.<br />
</br><br />
<img class="alignleft size-full wp-image-78" title="Ben Goldacre - Bad Science" src="http://gmulder.de/wp-content/uploads/2009/12/51g5jhy2jbl_sl160_.jpg" alt="Ben Goldacre - Bad Science" width="106" height="160" />I admit: that thought didn’t come from nowhere – at that time I had been reading a book by British writer, broadcaster and doctor Ben Goldacre. The book is called Bad Science and its cover promises fast and powerful relief from scaremongering journalists, pill-pushing nutritionists, flaky statistics and evil pharmaceutical corporations.<br />
</br><br />
The book – in a way based on Goldacres “Bad Science” columns <a href="http://www.badscience.net/">here</a> and in <a href="http://www.guardian.co.uk/science/series/badscience">The Guardian</a> – debunks various cases of pseudoscience of the aforementioned varieties of scaremongering and evil. In doing so, it also gives a short and very enjoyable tour of the scientific method: how a proper study should be constructed, how it should be documented, how statistics work, and how peer review is like democracy: it’s not perfect, but the best we have.<br />
</br><br />
Ring a bell? It did for me. It got me thinking about what exactly they had been measuring in their usability studies, how valid the design had been, how transparent the statistics. More often than not it is down to the question that had initially been asked (which gives rise to another interesting bias often found in this context: that of looking for confirmation of a thesis instead of actively trying to falsify it in order to test its validity).<br />
</br><br />
And that’s why I think Ben Goldacre’s “Bad Science” comes recommended for our profession. It’s not only a good read (for most anybody, I guess, but of course even more so if you are interested in science) but it gives some insight into how to check for the validity of the research you are presented.<br />
If you want to go buy it now, here are some links that get you there and help me with this blog:<br />
The English version<br />
<a href="http://www.amazon.de/gp/product/000728487X?ie=UTF8&#038;tag=mulder-21&#038;linkCode=as2&#038;camp=1638&#038;creative=6742&#038;creativeASIN=000728487X">Bad Science</a><img src="http://www.assoc-amazon.de/e/ir?t=mulder-21&#038;l=as2&#038;o=3&#038;a=000728487X" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" /><br />
Und das Buch auf Deutsch<br />
<a href="http://www.amazon.de/gp/product/3596185106?ie=UTF8&#038;tag=mulder-21&#038;linkCode=as2&#038;camp=1638&#038;creative=6742&#038;creativeASIN=3596185106">Die Wissenschaftslüge: Wie uns Pseudo-Wissenschaftler das Leben schwer machen</a><img src="http://www.assoc-amazon.de/e/ir?t=mulder-21&#038;l=as2&#038;o=3&#038;a=3596185106" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" /></p>
<p></br><br />
And here are the links to Ben Goldacre’s blog and column – and to an interesting post on a similar subject I came across just recently.<br />
<a href="http://www.badscience.net/">Bad Science - Ben Goldacre&#8217;s blog</a><br />
<a href="http://www.guardian.co.uk/science/series/badscience">Bad Science @ The Guardian</a><br />
<a href="http://www.jnd.org/dn.mss/technology_first_needs_last.html">Don Norman on Research and Innovation: Technology First, Needs Last</a></p>
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		<title>UXCAMP BERLIN 09</title>
		<link>http://gmulder.de/?p=70</link>
		<comments>http://gmulder.de/?p=70#comments</comments>
		<pubDate>Tue, 19 May 2009 16:56:28 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Konzeption]]></category>

		<category><![CDATA[Barcamp]]></category>

		<category><![CDATA[UX]]></category>

		<guid isPermaLink="false">http://gmulder.de/?p=70</guid>
		<description><![CDATA[
Am Wochenende ist UXCamp in Berlin. Es sind einige spannende Sessions angesetzt - zu Prototyping-Methoden ebenso wie zu Windows 7 Multitouch.
Ich bin dabei und will sehen, was sich von dort neues und interessantes berichten lässt. Mehr also ab Samstag auf Twitter (hashtag ist #uxcb09) und hier.
]]></description>
			<content:encoded><![CDATA[<p><a href="http://uxcamp.mixxt.de/"><img src="http://gmulder.de/wp-content/uploads/2009/05/uxcampberlin09.jpg" alt="uxcampberlin09" title="uxcampberlin09" width="520" height="153" class="aligncenter size-full wp-image-73" /></a><br />
Am Wochenende ist UXCamp in Berlin. Es sind einige spannende <a href="http://uxcamp.mixxt.de/networks/wiki/index.programm">Sessions </a>angesetzt - zu Prototyping-Methoden ebenso wie zu Windows 7 Multitouch.<br />
Ich bin dabei und will sehen, was sich von dort neues und interessantes berichten lässt. Mehr also ab Samstag auf <a href="http://www.twitter.com/gmulder">Twitter </a>(hashtag ist #uxcb09) und hier.</p>
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		<title>SXSW FOR MARKETEERS</title>
		<link>http://gmulder.de/?p=31</link>
		<comments>http://gmulder.de/?p=31#comments</comments>
		<pubDate>Fri, 03 Apr 2009 20:54:15 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Kommunikation]]></category>

		<category><![CDATA[Communication]]></category>

		<category><![CDATA[English]]></category>

		<category><![CDATA[podcasts]]></category>

		<category><![CDATA[sxsw]]></category>

		<guid isPermaLink="false">http://gmulder.de/?p=31</guid>
		<description><![CDATA[Just a quick remark: the SXSW-podcasts are being posted - and there&#8217;s two that may of interest for all those working in Social Media Marketing and catering to the Generation D:
Suxorz &#8216;09: The Ten Worst Social Media Campaigns
The Suxorz &#8216;09 panel - comprised of Henry Copeland from Blogads.com, Zadi Diaz from EPIC FU, the inimitable [...]]]></description>
			<content:encoded><![CDATA[<p>Just a quick remark: the SXSW-podcasts are being posted - and there&#8217;s two that may of interest for all those working in Social Media Marketing and catering to the Generation D:</p>
<h2 class="title">Suxorz &#8216;09: The Ten Worst Social Media Campaigns</h2>
<p>The Suxorz &#8216;09 panel - comprised of Henry Copeland from Blogads.com, Zadi Diaz from EPIC FU, the inimitable Jeff Jarvis,  author of What Would Google Do? and host of the upcoming Guardian Media Podcast, US edition, Michael Monello from Campfire and Sara Smith, Wonkette - returns to dissect the ten worst social media and web 2.0 ad campaigns of the year.  <span id="more-31"></span>The podcast was fun to listen to - except for the bits where the audience piped in without the help of microphones (listening to the panel breathing amuses only for so long) - and provided some interesting insights of the &#8220;don&#8217;t&#8221; variety.</p>
<p>Check it out on <a href="http://sxsw.com/">swsx.com </a>or download it directly <a href="http://audio.sxsw.com/2009/podcasts/D2%20SXSW_PODCASTS/031409_PM2_Lv4_Rm12_Suxorz%2009.mp3">here</a>.</p>
<p>And then there was this panel:</p>
<h2 class="title">What Teens &amp; Tweens Want In A Web Site/Application</h2>
<p>You know what - they had like actual teens on the podium giving very interesting input for all those designing or programming a website or application for teens or just wanting to be relevant to the next generation. Very intresting indeed. Panel was hosted by Anastasia Goodstein of Ypulse.</p>
<p>Check it out on <a href="http://sxsw.com/">swsx.com </a>or download it directly <a href="http://audio.sxsw.com/2009/podcasts/D2%20SXSW_PODCASTS/031409_PM3_Lv3_Rm6_WhatTeensWantInAWebsite.mp3">here</a>.</p>
<p>So cheers for now: enjoy.</p>
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		<title>HELLO WORLD!</title>
		<link>http://gmulder.de/?p=1</link>
		<comments>http://gmulder.de/?p=1#comments</comments>
		<pubDate>Fri, 13 Mar 2009 17:33:48 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Konzeption]]></category>

		<guid isPermaLink="false">http://gmulder.de/?p=1</guid>
		<description><![CDATA[Welcome to this construction site of a blog / portfolio-page.  In a few days I hope to have set up not only wordpress, but also the beautiful design provided by Miss Moss.
Meanwhile, enjoy a few thoughts and ramblings about #rp09 - which I couldn&#8217;t attend - and the UX-Camp, which I hopefully will attend.
For news [...]]]></description>
			<content:encoded><![CDATA[<p>Welcome to this construction site of a blog / portfolio-page.  In a few days I hope to have set up not only wordpress, but also the beautiful design provided by <a href="http://www.missmoss.de">Miss Moss</a>.</p>
<p>Meanwhile, enjoy a few thoughts and ramblings about #rp09 - which I couldn&#8217;t attend - and the UX-Camp, which I hopefully will attend.</p>
<p>For news and the latest from re:publica 09, I suggest you head over to twitter and search for the hash-tag #09. Much more reliable that the livestream from Berlin, which is sometimes live, but mostly not streaming. And probably much more fun, too. Seems a mixed affair over in Berlin.</p>
]]></content:encoded>
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