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Brian Harris
What can Software Designers Learn from Video Games? Part 2
15 May 2009

Developers of software that is used in the office need to be aware of what Games Developers are doing to make the learning of games intuitive. Games don't require you to read a manual or engage in training. Maybe Office software should inveigle the users into a gentle pedagogical experience so that they fully exploit the potential of the software without having to read screeds of instructions. The only question is how….
To see part 1, go to 'What can Software Designers learn from video Games'

Part Two: “Avoid missing ball for high score”

You haven’t got time to digest complicated instructions

To begin, here is a multiple-choice question.

'I've just bought a new video game for my Wii console. It's the latest instalment of a very popular fantasy-themed action adventure franchise that has been receiving rave reviews from every quarter. Finally, after a long day at work, I arrive home, excitedly tear off the cellophane wrapper and pop the disk into the glowing blue slit of my Wii. I point my remote to Start and the game loads up with jaunty music and an enticing title screen.
What do I do now?

  1.  read the instruction booklet from cover to cover to find out what I need to do in the game and how to do it
  2. click on the Training option to practise some basic moves
  3. start my quest  (I'll figure out what to do as I go)'

No prizes for guessing that the answer is c). Like most people who play videogames, I don't read the manual first. I want to start playing immediately. And in this game, there isn't even a b) available to offer me any learning activities.

So I just start the game. I start the game with a number of subconscious but clear expectations:

  1. The game will start gently. It won't land me straight into the middle of a battle against a horde of ferocious goblins, who stab me to death while I'm still figuring out which button to press to run or jump.
  2. In fact, I assume that nothing too harmful to my character's health will happen at all for a while. I will be able to roam at leisure developing my skills, encountering only the mildest of mild perils (slightly angry plants that spit nuts, for example).
  3. I trust the game to teach me what I need to know before I need to know it. So, by the time I do face the goblin army, I will have learned how to fight. When I need to negotiate underwater passages, I will know how to swim. When I need to traverse a ravine, I can press the right button to swing on a rope. And so on.  I will also learn really important skills such as healing myself, and running away like a coward… Maybe even fishing.
  4. I expect to be taught these new skills in a sensible order, and face new and fair challenges one at a time, that only test skills I have already mastered.

In summary, the game understands that when I first start to play it, I'm stupid. I am a new-born infant wailing and flailing helplessly in a dark and vicious universe, and need to be nurtured, guided and educated to survive. I begin the game with every faith that this will happen.

This is the problem that videogames have been facing for a number of years, since they evolved into epic, sprawling affairs with a vast array of possible user interactions:

            How do users learn what they are supposed to do, and how to do it?

 And, even more importantly:

             How can we avoid making this feel like a chore?

In the beginning, games were simple, and their rules were simple. “Avoid missing ball for high score” was the only instruction printed on the side of Pong arcade machines. (Actually there were three instructions: DEPOSIT QUARTER, BALL WILL SERVE AUTOMATICALLY, AVOID MISSING BALL FOR HIGH SCORE. Note that the really important instruction “Deposit quarter” came first.) Pac Man required the user only to move a joystick in one of four directions. In Donkey Kong, 'Jump Man' (the first incarnation of Mario) jumped over barrels and climbed ladders to advance upwards. Space Invaders - move left and right, and fire. Asteroids - rotate, thrust, fire.

These primitive, naively enjoyable games didn’t need any rules. For one thing, if you have to deposit a quarter (or 10 pence in proper money) you haven’t got time to digest complicated instructions. If the mechanics of the game aren’t intuitive, then you’re just going to get confused and die very quickly; and sulk that the machine ‘stole’ your money. A modern console game, on the other hand, can take fifty or sixty hours to complete, and requires a substantial investment of time and patience to learn its many and varied mechanics – its settings, subtleties and secrets.

Contemporary video game designers must accept a couple of harsh realities:

One - their games are often vast and complicated, with a spectrum of player inputs that would make the eyes water of an arcade junkie from 1975 who had time travelled to the present day.

Two - players rarely read the game manual before playing. 

On the surface it seems like there are two obvious solutions to these problems. Developers could make their games simpler, so there is less to learn.  In a richly immersive virtual world offering hours of exploration and varied missions and battles, this is not really an option, though. Or, they could produce a detailed user guide describing all possible moves and require the user to have studied it; the game would make no concessions to players who hadn't done their homework first, and learned how to handle themselves.

The manual remains inside the case, unopened

Game producers aren't stupid. They operate in a fiercely competitive market, and they know that either of these solutions will lose them money and probably kill their business.  There is no point complaining about either the inherent complexity of games or the widespread reluctance of players to read instructions. This is just how things are. These two truths need to be reconciled.

Clearly, the resolution is to incorporate learning activities directly into the game itself, as seamlessly and as invisibly as possible. If successful, the player doesn’t consciously differentiate ‘learning‘ from ‘playing‘, as both activities feel like part of the overall game experience. The player does not feel his progression is being interrupted or his enjoyment delayed by separate training activities.

I start my game. (The manual remains inside the case, unopened). 

After ten minutes, I encounter a broken bridge across a river I need to cross. There’s a farmer or somebody on the other side who wants me to help him with his chickens. On screen, I’m shown which key to press to jump across it. If I fail, I fall harmlessly into the river and float back to where I started, where I am once again shown how to jump. Once safely across, I’m shown how to grab and hold on to a squawking chicken by a hyperactive Japanese farm child.  After half an hour, I’m in front of a small tunnel leading to an area I must visit next. A message pops up telling me what key to press to crawl. A while later, I’m standing in front of a ladder. On screen, the key to use for climbing is displayed….

After several hours, I’ve amassed a surprisingly diverse range of skills, and practised each of them numerous times in different contexts. At no point did I feel like the game had been temporarily suspended while I was taught something. Each training activity was deftly woven into the overall game experience, and became something fun and enjoyable.

Avoiding the annoying little brother I wish I never had

And so, the big question. What has any of this got to do with Red Gate software?

Users of practical applications such as Word or iTunes or SQL Compare aren't that different from video games players. If developers imagine the typical user of these tools has more patience and is more willing to learn than the average gamer then they may be labouring under a costly misapprehension. For one thing, the intersection between developers or DBAs (Red Gate's target market) and video gamers is probably rather large. Someone who spends all day in the office using SQL Server Management Studio or SQL Backup may go home and play Mario or Grand Theft Auto. Do they approach the video game with a different mindset from the tool they use for their day job? Almost certainly.  One is supposed to be fun and the other is, well, just work.

When they install a new application, however, isn’t their initial approach instinctively the same? They just dive in and start using it straight away, without studying the documentation or seeking out training content. Maybe the more cautious or diligent user will work through some tutorials, or view a demo; the majority will start using the tool immediately and hope to pick it up as they go.

So, perhaps in the majority of cases, the way we approach any new piece of software is actually the same, regardless of whether it's a video game or a practical application we use at work. The difference is our expectations. We assume the video game will guide us gently, naturally, creatively through the required learning process, and that this aspect of the game has been as carefully designed as every other; if it fails in this regard, we 'blame the game' and bin it as a bad purchase.  In contrast, we expect to have to figure out how to use the business application more or less by ourselves; if we struggle to use it, we tend to blame our own incompetence.

Why? Why do we expect less from the applications we use in our working life than we tolerate from videogames?  Our basic requirements are the same, to acquire the skills we need to succeed, and our behaviour isn't all that different when confronting something new and unfamiliar.

Perhaps one reason is that unlike video game designers, software developers like to tell users to "RTFM". Even the more enlightened developers, the type we hire at Red Gate, still tend to think in terms of users either 'figuring it out eventually' or 'reading the help'. Having spent many months or even years building their applications, software developers spend comparatively little time thinking about how to introduce or explain their new product to users; beyond the traditional deliverables of a printed manual, online set of PDF files or a help system, there doesn't seem to be any design requirement to embed a painless learning experience into the tool itself. Software manufacturers just don't commit resources to this aspect of their product in the way that videogame producers do. And they get away with it because users don't expect or demand it, and struggle on without it.

But, wait a minute. Hasn't this approach already been attempted….?

"It looks like you're writing a letter".

Ah, of course, Clippit, the friendly "assistant" that Microsoft included in its suite of Office tools to "help" users accomplish various tasks.

Clippit was finally bumped off at Office 2007, prompting one commentator on a forum to mourn his passing with this obituary  – "RIP Clippit - he was like the annoying little brother I wish I never had."

It would take an even longer article than this to detail the many, many failings of the Office Assistant. Ill-conceived, conceptually flawed, poorly executed, and just plain annoying, the Office Assistant was the wrong answer to a question most people weren't asking.  Perhaps it's harsh on Microsoft to suggest that Clippit and his buddies (the equally annoying Dot, Merlin, Mother Nature, Links the cat, Rocky the dog et al) set back the cause of integrated user assistance ten  years or more, but surely it discouraged developers from attempting to integrate a learning experience into their products. "That stuff doesn't work," they could say, "Just look at the irritating paperclip thing."

I think the failure of the Office Assistant only proved that it's extremely difficult to incorporate a seamless learning experience into the kind of tools Microsoft produces. Users want to be helped, but they hate being interrupted. The Office Assistant managed the impressive double-whammy of interrupting frequently and helping little.

Perhaps Clippit was a rather crass attempt to charm users into obtaining help, like the over-eager but socially awkward loner who corners you at a party to deliver a boring monologue on sports or traffic jams. It lacked subtlety and finesse. Did users really want the option to be harrassed by a dozen different 'characters', and was the "Animate" option really anything other than some coders at MS having too much spare time on their hands?

At this point, it's only fair to acknowledge that there are some critical differences between an application such as Word, and a videogame like The Legend of Zelda.  One is a hugely time-consuming experience set in an unrecognisable landscape with increasingly fiendish puzzles and challenging problems… and the other is Zelda.   OK, so that's a lame joke, but it's important to emphasize that I'm not suggesting applications should be 'more like games'. I'm not advocating that software should be made more fun, or borrow game conventions wholesale – just that the same attention should be paid to the needs of first-time users, especially in complex products.

'...we wouldn't need to
interview thousands of users
to discover that the majority
don't read the manual. Many
don't even read text that is on
screen directly in front of them…'

It's also important to recognise that not all video games offer particularly exemplary experiences; conversely there are 'serious' applications that do make a decent attempt to induct beginners. In general, however, supporting documentation for an application is aimed at users who get stuck. It's there to try and resolve an issue after the event. There isn't an incentive for developers to design a rewarding learning experience because the ideology surrounding software design is that those who struggle are given sufficient avenues for resolution – manuals, help systems, product forums, support engineers at the end of a telephone, and so on. If we can limit the frequency and intensity of that struggle, then all well and good, but it's accepted as a normal part of user interaction. This is the "RTFM" philosophy.  However, we wouldn't need to interview thousands of users to discover that the majority don't read the manual. Many don't even read text that is on screen directly in front of them…

Seducing users into learning how wonderful our tools are.

At Red Gate, we don't have any brilliant innovations to offer to illuminate the way forward. Our approach is to focus on designing a truly intuitive interface that requires as little assistance and training as possible. This is a way around, rather than a solution to, the problem. We accept as reality, however, that users want to dive in to our products and start using them straight away. So we design with this in mind. The next evolution in the usability of our tools is to accommodate somehow the needs of new, impatient or task-focused users. That's all of them.

One story illustrates the problem we're up against. Last week at Red Gate towers, we were demoing the new version of one of our tools to a user in a usability session. In the newer version, we've slightly shifted the location of one of the features, and modernised its design.  It's the Column Picker feature in SQL Prompt (allowing you to specify multiple columns to insert into your code). This is what it used to look like:

As you can see, it's a small icon second from the left along the bottom.

This is what it now looks like:

So, it's been given a lick of paint, and its very own tab, but it's essentially doing the same job in the same way.

Not one of our usability testers recognised this as an existing feature. Even those who had been using SQL Prompt for ages thought it was entirely new functionality in the latest version. When they played with it for a while, they thought that it was a potentially useful part of the application, and could possibly save them time writing certain types of query. They were impressed with the 'new feature'.

A useful, time-saving feature exists, but no-one knows it's there. The proverbial tree falling in an empty forest comes to mind. The Column Picker is, of course, documented in various places in our support material but as I've suggested, users only refer to 'help' information when they're stuck, with a specific issue, and as a last resort.

'..."I see you're writing a SQL table.
 Would you like me to help?"
popping up from an animated
Brad McGeehee is probably
not going to endear us to our users'

How can we anticipate this kind of situation, and tackle it - so that new users learn of the existence of this and other features in a seamless, non-intrusive way? In the same way that I learn how to jump, grab, crawl, swing and swim in the context of a harmless chicken encounter in my fantasy video game, how can we educate users about various useful parts of an application early enough so they feel confident to instinctively use them from then on?  An intuitive interface is one thing, but it doesn't pro-actively address the issue of simply not knowing where features live or how they can help you. And "I see you're writing a SQL table. Would you like me to help?" popping up from an animated Brad McGeehee is probably not going to endear us to our users.

Ultimately, our aim is to seduce users into learning how wonderful our tools are without them even realising it. We want to inveigle them into a gentle pedagogical experience so that they fully exploit the potential of the software they buy. The only question is how….   I'm off to play more video games to get some ideas.

To see Part 1 of this article, go to 'What can Software Designers learn from video Games'

 



This article has been viewed 7566 times.
Brian Harris

Author profile: Brian Harris

Brian Harris is a technical author who has been attempting to make software more comprehensible to the average person on the street for almost ten years. He has been at Red Gate since April 2007. In a previous life he'd rather forget, he was once an English teacher, having graduated from Oxford University with a degree in English literature during the last recession, with no clue what to do with the rest of his life.

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Subject: There are different types of users and needs
Posted by: ellispratt (view profile)
Posted on: Wednesday, May 20, 2009 at 4:27 AM
Message: It's true my ten year-old son also dives into a game and bypasses the manual. However, he soon goes out and buys the Prima Official Game Guide for Pokémon Battle Frontier, Sonic Chronicles or whatever, and devours it from cover to cover.

He wants to know everything about the game, and these guides are the fastest and most comprehensive way for him to do that.

He wants to know the cheats too, hidden away in the game, and he goes to Web sites for that information.

Subject: Flight simulator safe mode
Posted by: Brian Harris (view profile)
Posted on: Wednesday, May 20, 2009 at 9:17 AM
Message: Thanks for the comments, Ellis. I too have bought these third-party game guides. Their appeal is that they offer a comprehensive reference guide to a game, not just how to finish each level or complete all quests, but an exhaustive list of every element in the game - all characters, weapons, items, enemies and so on. This is documentation that the game producer would never provide in the shipped booklet, because part of the fun of the game is to discover this content for yourself.

Here at Red-Gate, we once interviewed a technical author who had applied the same approach to a guide to MS Word. He'd produced a printed 1000 page reference book that listed - without exception - every single option and feature, with a screenshot of each. But pages and pages of pictures of horizontal line styles, table formats and page themes seemed to us like a redundant exercise.

This is pretty much the other end of the spectrum from integrated introductory instructional content. Video game makers want it to be very easy for people to start their game, but challenging for them to complete it. So maybe there aren't different types of users (of games, I mean) so much as users at different stages - absolute beginners who need to learn the basics, players who are stuck at some stage who need to look up a cheat, and players who want to complete 100% of their game, who may turn to a reference book.

This highlights where my comparison breaks down, in that many games can be 'completed' and have a definitive end-point - beating the last boss, or collecting every single hidden item. You never really 'finish' Word or SQL Compare in the same way. But in both cases, you begin as a neophyte lacking skills or knowledge, and it's how to tackle this problem that I think is the greater challenge to tackle.

The analogy I was thinking about for 'training' users to get started with a product was a flight simulator. You get to play with the software, use it as if for real, but you're not in danger of crashing (literally) or breaking anything. I was thinking about some seamless, floating layer of interaction that teaches the user what to do without actually doing it.

Subject: Interface and Games
Posted by: Charles Line (not signed in)
Posted on: Tuesday, May 26, 2009 at 5:24 AM
Message: I think the important part about interacting with games and the lessons that can be learned for business application software is not how the user is drip-fed skills training over time (in games this is done through missions of increasing difficulty), it is how the various options are presented.

In my opinion, video games offer a masterclass in interface design. When a gamer is playing a demanding game they need access to a huge array of information rapidly and unambiguously. The barrier to decision-making information has to be transparent, if any such barrier exists at all.

The improvement of the interface in presenting the selction of columns in a query is a perfect example of this. Previously the information was accessible via an icon - a representation that requires interpretation and understanding but which is wholly subjective in how it is perceived. the update presents this as an unambiguous phrase which requires no interpretation.

Subject: "You haven’t got time to digest complicated instructions"
Posted by: Brian @ Transcensus (not signed in)
Posted on: Tuesday, May 26, 2009 at 5:18 PM
Message:
While I enjoyed your comparison between the two user experiences, I don't think the game model translates well to business applications. Games incorporate the training process into the game itself and attempt to make it fun. The equivalent in business software are canned exercises--and I don't know anyone that enjoys trudging through those. I think learning at the point of need is a much more effective solution. [shameless plug to follow] We produce an innovative product that addresses this need via interactive scripts that guide the user through workflows inside the actual application. I encourage you to check us out and share your thoughts :-)

http://www.transcensus.com/

Subject: "You haven’t got time to digest complicated instructions"
Posted by: Brian @ Transcensus (not signed in)
Posted on: Tuesday, May 26, 2009 at 5:38 PM
Message:
While I enjoyed your comparison between the two user experiences, I don't think the game model translates well to business applications. Games incorporate the training process into the game itself and attempt to make it fun. The equivalent in business software are canned exercises--and I don't know anyone that enjoys trudging through those. I think learning at the point of need is a much more effective solution. [shameless plug to follow] We produce an innovative product that addresses this need via interactive scripts that guide the user through workflows inside the actual application. I encourage you to check us out and share your thoughts :-)

http://www.transcensus.com/

Subject: The training sequence at a business?
Posted by: Dan G (view profile)
Posted on: Monday, June 01, 2009 at 3:53 PM
Message: Unfortunately, to truly have interactive training content at increasing difficulties would have to produce useful results to actually be remembered. As stated above, video games have a finish line/end goal/master boss, so the path to learning is defined. How your company uses MS Word is probably very different than how mine uses it. The only way to get this interactive, progressively harder, content is for your boss or manager to give you increasingly harder assignments that will require you to use these features, but that these assignments will continue to be used and needed (perhaps saved as templates). Otherwise it just becomes canned exercises as mentioned above. Required is also a key word here. Since there are probably 3 or more ways to do anything in an MS product, how would a manger force you to use a new tool without stepping you through each one.

How many people do you know who got that kind of training from their manager or coworker? Zero? Me too.

This all gets way too complicated way too fast. I guess Wizards are as close to this as we have come, and most of use expert users don't like the wizards either.

Subject: A modified user experience
Posted by: Hercules Gunter (view profile)
Posted on: Monday, June 01, 2009 at 7:15 PM
Message: I note that your example of making the column selector more findable involved taking a complex icon and substituting some simple text. Is that use of the most common communication mechanism the most significant thing?

The Zelda analogy has other interesting aspects than the graduated learning. Each new edition tends to extend the conventions used in the previous, not replace it completely. In other words, if you've played a Zelda game before, you start out knowing quite a lot about the new one. Unfortunately, this is no longer true of Microsoft products, the latest incarnations of which don't even abide by the usability guidelines published by Microsoft themselves. And then there's Office 2007, which adds a new interface option, the Ribbon, which by itself is not a big issue, but it also dumps the most familiar and most fundamental aspect: the menu. I have no objection to them adding a new option, but the removal of the most familiar one was a grave mistake which turns experienced users into absolute novices, and slows them down.

This is one aspect of a bigger problem. When the PC first came out, the user interface of each package was typically completely unlike anything you'd used before, from colour schemes to input objects and command access. Microsoft originally used the Escape key to make a menu appear across the bottom of the screen, Borland used F10 to give access to the menu across the top, Wordstar Corp used control sequences with nary a visible menu, and so on. Along came the Common User Access standard, and learning transferred between applications and computers were much more usable.

Now we're seeing applications override system colours (so people with visual issues are unable to use them), not providing keyboard access to features as fundamental as moving between fields (thus causing hell for people with mouse-control issues or RSI), and in various ways not complying with basic accessibility requirements.

We're in a new era of interface hell. I shouldn't have to live through this again! We learned all the painful lessons decades back ...

Subject: 1
Posted by: Anonymous (not signed in)
Posted on: Tuesday, June 02, 2009 at 3:43 AM
Message: From the part 1:
" it's my responsibility to name parts of the application so that they are immediately obvious and understandable. Clearly, in this instance, I'd failed.

With hindsight, it was a glaringly obvious mistake. Why would anyone think to look at the Styles page when they wanted to export, or copy, or duplicate, or share their format settings? Styles doesn't mean any of those things; it doesn't suggest any action of the kind. "

**Why would anyone think to look at the Styles page**

Forget the hierarchy, give a Google like search box with a search button and voila, the user can find his way to anything every time. A search box breaks down the hierarchies and flattens the user interface for new and old users alike and takes them straight to the magic button. In this case the user would have typed import and found what he wanted within seconds even if you had tucked it under styles/interface/gobbledegook/import.

Subject: Google-like search box
Posted by: Brian Harris (view profile)
Posted on: Tuesday, June 02, 2009 at 5:09 AM
Message: Thanks for all the comments.

To: anonymous

That's a very good point; and it's exactly what we've done in both SQL Compare and SQL Data Compare in the Options dialog box. There's a search box that filters the dozens of options based on what you type. This type of "application feature search" is something that we're looking at seriously across our product range, because as your rightly point out, it does remove the requirement for users to understand whatever organizational system or hierarchy we've implemented in the GUI. It's something the head of tech comms here has been talking about a lot recently, and I agree that it represents a more user-friendly experience in many cases.

I'll pass this on to the Prompt designers too, as I think it is also a good candidate for a similar type of search.

The only drawback is that options tend to only have a single name, so if the user searches for something slightly different (ie uses a synonym, but not a word that actually appears in the interface) then they may get no results. One solution to this would be to tag options, but that may be starting to get a little complicated. It makes it even more important to name options sensibly, if you want users to find them by searching.

Also, the options have to live somewhere in a sensible arrangement for those first-time users to browse; otherwise how do you even know what options are available to you?

@Hercules

Good point about the ribbon bar in Word undermining years of established user familiarity with the previous interface. There has to be a balance between innovation and destroying established conventions; it seems to me that with the ubiquity of web apps, design conventions are being blown wide apart. There's a huge amount of research and years of expertise behind careful interface design, and maybe there's a danger we become a bit devil-may-care in our restless pursuit of shiny, funky and 'modern'-looking applications.

Or maybe users are getting used to variety and complexity now, and don't expect shared controls or conventions between the many apps they use on a daily basis? It'll probably all end in tears - "painful lessons" tend to have to be re-learnt in cycles, and by each generation.

Subject: Good article...
Posted by: Anonymous (not signed in)
Posted on: Tuesday, June 02, 2009 at 5:40 AM
Message: Though, as a complete aside, are you a Quest for Glory (Sierra) fan by any chance...?

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Posted on: Tuesday, June 02, 2009 at 2:09 PM
Message: Very nice site!

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Posted on: Tuesday, June 02, 2009 at 8:41 PM
Message: probabilities p/n)p(0). Now theby
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Subject: I've Seen Those Reading Problems
Posted by: JJEugene (view profile)
Posted on: Wednesday, June 03, 2009 at 1:10 PM
Message: I can attest to problems with users not reading text on screens. Even when text is 2 words long, bright red and has a giant, thick arrow pointed to it, 90% of my users didn't see it. Obviously there was something big wrong with that screen design. Still, it goes to the point about not reading text on screen. But I've seen it many, many times. Even when the only text is numbers telling them which order to click buttons (which are also laid out in order), users miss it. Fact of life.

As something of an aside: While I'm passionate about making software as intuitive as possible for everyone, I get nervous when the focus gets too much on the beginner user. I'm not saying anything about your article in particular. I'm just saying that a big focus on helping the beginner is probably what led to the #$%!!$ ribbon as already discussed above - leaving those people who have invested time in the product in the dirt. I think it is important to help beginners, but never at the expense of the expert user. If both can be helped or at least not interfere with the other type of user, great. But users are beginners only initially. If the software is worth keeping, the users will spend a lot more time using the software past beginner status than while in beginner status.

 






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