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	<title>Annoying Design &#187; brainstorming</title>
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		<title>A cheet sheet for Rapid Prototyping</title>
		<link>http://www.annoyingdesign.org/blog/2008/05/27/a-cheet-sheet-for-rapid-prototyping/</link>
		<comments>http://www.annoyingdesign.org/blog/2008/05/27/a-cheet-sheet-for-rapid-prototyping/#comments</comments>
		<pubDate>Tue, 27 May 2008 12:54:25 +0000</pubDate>
		<dc:creator>ross</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[tools]]></category>
		<category><![CDATA[brainstorming]]></category>
		<category><![CDATA[core concept]]></category>
		<category><![CDATA[development cycles]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[interactive]]></category>
		<category><![CDATA[paper prototypes]]></category>
		<category><![CDATA[prototype]]></category>
		<category><![CDATA[web design]]></category>

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		<description><![CDATA[Summary: Brainstorming doesn&#8217;t work. Rapid prototyping is all about the quick and dirty approach. Never involve more than 3 people in a prototype. Back in grad school, there were four guys called the Experimental Gameplay team, who spent a semester prototyping digital games in 7-day cycles. I sat next to them for that semester while [...]]]></description>
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