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	<title>Annoying Design &#187; game design</title>
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	<description>redesign the world</description>
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		<title>Choosing what features to design? Hit the sweet spot.</title>
		<link>http://www.annoyingdesign.org/blog/2009/02/19/choosing-what-features-to-design-hit-the-sweet-spot/</link>
		<comments>http://www.annoyingdesign.org/blog/2009/02/19/choosing-what-features-to-design-hit-the-sweet-spot/#comments</comments>
		<pubDate>Thu, 19 Feb 2009 18:46:55 +0000</pubDate>
		<dc:creator>ross</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[guitar hero]]></category>
		<category><![CDATA[user experience]]></category>

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		<description><![CDATA[From websites to software, new types of interactions require designing with a learning curve in mind. How do you appeal to both novice and expert users at once? Here&#8217;s an article I wrote addressing that question. When designing anything that targets multiple types of users &#8212; a robust web site, an application, a video game, [...]]]></description>
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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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		<slash:comments>3</slash:comments>
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		<title>What Is The Future Of Design? (Hint: it&#8217;s not the web)</title>
		<link>http://www.annoyingdesign.org/blog/2008/05/23/what-is-the-future-of-design-hint-its-not-the-web/</link>
		<comments>http://www.annoyingdesign.org/blog/2008/05/23/what-is-the-future-of-design-hint-its-not-the-web/#comments</comments>
		<pubDate>Fri, 23 May 2008 16:06:43 +0000</pubDate>
		<dc:creator>ross</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[website design]]></category>
		<category><![CDATA[club penguin]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[forrester report]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[gaming elements]]></category>
		<category><![CDATA[mike snider]]></category>
		<category><![CDATA[web design]]></category>

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		<description><![CDATA[What’s the future of design you ask? Taking game design concepts and ideas, and applying it to all other areas of design, from products to websites, to make experiences more engaging, addictive, and visceral. This week USA Today’s Mike Snider wrote an article: “Social sites help casual games reach the next level” where he talked [...]]]></description>
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