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Design and Critical Thinking

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Design and Critical thinking

1. Explain the term design thinking and design thinking methodology.


2. Explain ideation in design thinking and 4 methods of ideation.
3.What is meant by prototype in design thinking, differentiates low fidelity and high fidelity
in prototypes.
4. Explain the test phase in design thinking and storytelling.
5. Explain the RWW tool and how it is used in design thinking.
6. Define design thinking and explain in detail.
7. Define empathy in design thinking and discuss any 4 tools of empathy.
8. Explain cognitive biases and describe the 4 cognitive biases to be mindful of while doing
design thinking.
9. Explain Kano model.
10. Discuss the guidelines in framing the problem statement in the define phase of design
thinking.

1. Explain the term design thinking and design thinking methodology.

Design Thinking:
Design thinking is a problem-solving approach that emphasizes empathy, creativity, and
innovation to address complex challenges. It originated in the field of design but has since
been widely adopted in various industries as a holistic and user-centric method for
developing solutions. Design thinking goes beyond traditional problem-solving methods by
focusing on human needs, experiences, and emotions, encouraging collaboration, iteration,
and the consideration of multiple perspectives.
Design Thinking is a problem-solving methodology that prioritizes empathy, collaboration,
and iteration. It is often structured in a series of stages, providing a systematic approach to
addressing complex challenges. While variations exist, a commonly used framework includes
the following stages:
1. Empathize:
Objective:
• Understand the needs, feelings, and perspectives of the end-users or stakeholders.
Activities:
• Conduct interviews, observations, and engage in conversations to gather qualitative
data.
• Develop empathy maps and personas to synthesize insights.
Key Questions:
• What are the user's pain points and challenges?
• What are their goals, desires, and motivations?
2. Define:
Objective:
• Clearly articulate the problem or challenge based on the insights gathered during the
empathize stage.
Activities:
• Analyze and synthesize the data collected to identify patterns and themes.
• Develop a problem statement or a "Point of View" (POV) to guide ideation.
Key Questions:
• What are the core issues that need to be addressed?
• What are the opportunities for improvement?
3. Ideate:
Objective:
• Generate a wide range of creative ideas without judgment.
Activities:
• Conduct brainstorming sessions with diverse teams to encourage idea generation.
• Use techniques like mind mapping, SCAMPER, or Six Thinking Hats.
Key Questions:
• How might we address the defined problem creatively?
• What are potential solutions and approaches?
4. Prototype:
Objective:
• Create tangible representations of potential solutions for testing and feedback.
Activities:
• Build low-fidelity prototypes that can be quickly iterated.
• Use a variety of materials, from sketches and storyboards to physical models and
digital simulations.
Key Questions:
• How can we bring our ideas to life for testing?
• What features or elements should be included in the prototype?
5. Test:
Objective:
• Gather feedback by testing prototypes with end-users or stakeholders.
Activities:
• Conduct user testing sessions to observe reactions and collect feedback.
• Iteratively refine prototypes based on insights gained during testing.
Key Questions:
• What works well in the prototype?
• What needs improvement, and how can we enhance the solution?
6. Implement:
Objective:
• Develop the final solution based on insights gained from testing.
Activities:
• Translate the refined prototype into a fully realized solution.
• Collaborate with relevant stakeholders for implementation.
Key Questions:
• How can the solution be implemented on a larger scale?
• What resources and support are needed for successful implementation?
7. Learn:
Objective:
• Reflect on the entire design thinking process to identify successes, challenges, and
opportunities for improvement.
Activities:
• Hold a debrief session with the team to discuss the outcomes and learnings.
• Document insights and apply them to future projects.
Key Questions:
• What were the key takeaways from the design thinking process?
• How can these learnings inform future projects and iterations?
Design Thinking is characterized by its iterative nature, and the stages are not always linear.
Teams may revisit and repeat stages based on ongoing feedback and new insights. This
flexibility allows for continuous refinement and improvement throughout the problem-
solving process.

2. Explain ideation in design thinking and 4 methods of ideation.

Ideation in Design Thinking:


Definition: Ideation is the creative process of generating a wide range of ideas in a structured
and collaborative manner. It is a key stage in the design thinking process where diverse team
members come together to brainstorm, explore possibilities, and identify potential solutions
to a defined problem. The goal of ideation is to encourage free-thinking, stimulate creativity,
and generate innovative concepts that can later be refined and developed.
Key Principles:
1. Divergent Thinking: Encourages the exploration of many different ideas without
judgment.
2. Quantity Over Quality: Focuses on generating a large quantity of ideas before
evaluating their merit.
3. Build on Others' Ideas: Team members can contribute, combine, or improve upon
each other's ideas to foster collaboration.
Four Methods of Ideation:
1. Brainstorming:
Description:
• Process: A group of individuals comes together to generate ideas in a free-flowing
and spontaneous manner.
• Rules: Encourages the suspension of judgment, the generation of as many ideas as
possible, and the building upon each other's ideas.
• Facilitator: A neutral facilitator guides the session to ensure inclusivity and
adherence to the rules.
Application:
• Useful for: Generating a large number of ideas quickly, fostering a collaborative and
open environment.
2. Mind Mapping:
Description:
• Process: A visual representation of ideas where a central concept or problem is
mapped out, and related ideas branch out from it.
• Structure: Hierarchical and non-linear, allowing for the exploration of connections
and relationships between ideas.
• Tool: Can be done on a whiteboard, paper, or using digital tools.
Application:
• Useful for: Organizing thoughts, exploring relationships between ideas, and
identifying potential connections.
3. Worst Possible Idea:
Description:
• Process: Participants intentionally generate the worst possible ideas related to the
problem at hand.
• Purpose: This method encourages creative thinking by freeing participants from the
fear of judgment, leading to unexpected and innovative solutions.
• Transition: After generating bad ideas, the focus shifts to transforming them into
more viable and positive solutions.
Application:
• Useful for: Breaking mental barriers, encouraging out-of-the-box thinking, and
shifting perspectives.
4. SCAMPER Technique:
Description:
• Acronym: SCAMPER stands for Substitute, Combine, Adapt, Modify, Put to Another
Use, Eliminate, Reverse.
• Process: Participants systematically apply each of the SCAMPER actions to existing
ideas to generate new possibilities.
• Questions: Encourages asking specific questions about how a product or idea can be
modified or repurposed.
Application:
• Useful for: Systematically exploring and expanding on existing ideas, fostering
innovation by prompting diverse perspectives.

3.What is meant by prototype in design thinking, differentiates low fidelity and high
fidelity in prototypes.
Prototype in Design Thinking:
Definition: A prototype in design thinking is a preliminary model or representation of a
solution to a design problem. It is a tangible and often simplified version of the final product
or service, created to test and validate ideas, gather feedback, and facilitate further
refinement.
Purpose:
1. Testing: Allows for early testing and validation with end-users.
2. Communication: Communicates ideas more effectively than verbal or written
descriptions.
3. Iteration: Facilitates iterative development and improvement based on feedback.
Low Fidelity vs. High Fidelity Prototypes:

Aspect Low Fidelity Prototypes High Fidelity Prototypes


Visual Detail Minimal visual details; basic High visual details; closely resembles
representations. the final product.
Level of Less realistic; focuses on structureMore realistic; includes intricate details
Realism and basic features. and functionalities.
Time and Quick and inexpensive to produce. Takes more time and resources to
Cost create.
Purpose Early exploration and validation of Advanced testing of detailed
concepts. functionalities and user interactions.
Usability Suitable for testing broad concepts Effective for testing specific features
Testing and overall flow. and user interactions.
Materials Paper, sketches, wireframes, basic Digital design tools, interactive
Used digital tools. elements, functional components.
Feedback Primarily on fundamental Specific feedback on visual aesthetics
Focus concepts and overall design. and detailed functionality.

Note: The choice between low and high fidelity prototypes depends on the stage of the
design process, the goals of the testing or iteration, and the resources available. Both types of
prototypes play essential roles in the design thinking methodology, with low fidelity
prototypes being particularly useful in the early stages of ideation and exploration, and high
fidelity prototypes becoming more prominent as the design becomes more refined and
detailed.

4.Explain the test phase in design thinking and storytelling.


Test Phase in Design Thinking:
Definition: The Test phase in design thinking is the stage where prototypes or solutions are
evaluated, validated, and refined based on feedback from users and stakeholders. It involves
real-world testing of the proposed solutions to ensure that they effectively address the
identified problem and meet the needs of the end-users.
Key Objectives:
1. Gather Feedback: Obtain insights and opinions from users to understand their
experiences and preferences.
2. Iterate and Refine: Use feedback to make iterative improvements to the prototype or
solution.
3. Verify Assumptions: Validate assumptions made during earlier stages of the design
thinking process.
4. Ensure Usability: Assess the usability and functionality of the proposed solution.
Activities in the Test Phase:
1. User Testing:
• Conduct testing sessions where users interact with the prototype or solution.
• Observe user behavior, collect feedback, and identify pain points and areas for
improvement.
2. Feedback Collection:
• Use surveys, interviews, and observations to collect qualitative and
quantitative feedback.
• Encourage users to express their thoughts, feelings, and suggestions.
3. Prototype Refinement:
• Based on the feedback received, refine the prototype or solution.
• Make adjustments to improve usability, address identified issues, and enhance
overall user satisfaction.
4. Assumption Validation:
• Verify assumptions made during earlier stages by comparing them to real-
world user experiences.
• Adjust the design based on the alignment of assumptions with user feedback.
5. Usability Testing:
• Evaluate the ease with which users can interact with the solution.
• Identify any challenges or obstacles that users may encounter during the
interaction.
6. Documentation:
• Document the feedback received, changes made, and lessons learned during
the testing phase.
• Use documentation to inform future iterations and improvements.
Storytelling in Design Thinking:
Definition: Storytelling in design thinking involves crafting narratives to communicate the
user journey, the problem-solving process, and the impact of the proposed solution. It goes
beyond presenting data and features, aiming to create a compelling and relatable story that
resonates with stakeholders and users.
Key Objectives:
1. Engagement: Capture the attention and interest of the audience.
2. Emotional Connection: Elicit emotions and empathy by telling a relatable and
human-centered story.
3. Clarity: Communicate complex concepts and ideas in a simple and understandable
manner.
4. Persuasion: Convince stakeholders and users of the value and effectiveness of the
proposed solution.
Elements of Storytelling in Design Thinking:
1. Characters:
• Identify and highlight key personas involved in the design process, including
users and stakeholders.
2. Plot:
• Structure the story to follow a logical sequence, from identifying the problem
to developing and testing solutions.
3. Conflict and Resolution:
• Highlight challenges faced during the design process and demonstrate how
they were overcome.
4. Impact:
• Emphasize the positive impact of the proposed solution on users' lives and the
broader context.
5. Visuals:
• Use visuals, such as images, diagrams, and prototypes, to complement and
enhance the storytelling experience.
6. Empathy:
• Foster empathy by sharing relatable anecdotes and experiences of users.
Integration with Design Thinking Process:
• Storytelling is often used as a powerful tool during the presentation of design
solutions or outcomes, especially in the Communicate phase.
• It helps create a narrative that brings stakeholders into the user's world, making the
design process more relatable and understandable.
5. Explain the RWW tool and how it is used in design thinking.
The RWW tool...
Design Thinking - RWW
Is my idea Real
Design Thinking - RWW
Real:
The set of questions focuses on the market.
Is there a need or desire for the product?
Can the customer buy it?
Is the size of the potential market adequate?
Will the customer buy the product?
Are there subjective barriers to purchasing it?
Is there a clear concept?
Can the product be made or the service designed?
Could it be created with available technology and materials, or would it require a
breakthrough of
some sort?
If it can be created, can it be produced and delivered cost-effectively, or would it be so
expensive
that potential customers would shun it?
Will the final product or service satisfy the market?
Design Thinking- RWW
Win:
Assuming that there are no definite “No’s” in the first step, move on to exploring the
competitive
environment.
Can the product or service be competitive?
Does it have a competitive advantage?
Can someone else’s offering provide customers with the same results or benefits?
Can the advantage be sustained?
How will competitors respond? If we were going to attack our own product or service,
what vulnerabilities
would we find? How can we reduce them?
Would the product or service survive a sustained price war?
Can our company be competitive?
Do we have superior resources?
Do we have appropriate management?
Does the organization have direct or related experience with the market, are its
development-process
skills appropriate for the scale and complexity of the project, and does the project both
fits company
culture and have a suitable champion?
Design Thinking – RWW
Is it Worth It:
Finally, if the R-W-W tool application shows
promise in the first two steps, it’s time to
explore the risks vs. payoffs.
Design Thinking – RWW
• Worth It:
• Finally, if the R-W-W Screen shows promise in the first two steps, it’s time to explore
the risks vs. payoffs.
• Will the product or service be pro table at an acceptable risk?
• Are forecasted returns greater than costs?
• Are risks acceptable?
• How will small changes in price, market share, and launch timing affect cash flows and
break-even points?
• Does launching the product make strategic sense?
• Does the product or service fit our overall growth strategy?
• Will it enhance the company’s capabilities by, for example, driving the expansion of
manufacturing, human
capital, logistics, or other functions? Will it have a positive or a negative impact on brand
equity?
• Will it cannibalize or improve sales of the company’s existing products or services? (If
the former, is it
better to cannibalize our own products than to lose sales to competitors?)
• Will it enhance or harm relationships with stakeholders-dealers, distributors, regulators,
and so forth?
• Does the project create opportunities for follow-on business or new markets that would
not be possible
otherwise?

6. Define design thinking and explain in detail.


Design Thinking:
Design thinking is a human-centered, iterative, and collaborative approach to problem-
solving and innovation. It places a strong emphasis on understanding the needs and
perspectives of end-users, encouraging creativity, and iterating on solutions to arrive at
effective, user-centric outcomes. Originally rooted in the field of design, design thinking has
been widely adopted across various industries as a versatile methodology for addressing
complex challenges.
Key Principles of Design Thinking:
1. Empathy:
• Understand and empathize with the needs, feelings, and experiences of end-
users. This involves observing, engaging, and immersing oneself in the user's
context.
2. Define:
• Clearly articulate the problem or challenge based on the insights gained from
empathetic understanding. Define the problem in a way that focuses on the
user's needs.
3. Ideate:
• Generate a wide range of creative ideas without judgment. Encourage
brainstorming and diverse ideation techniques to explore innovative solutions.
4. Prototype:
• Build tangible representations or prototypes of potential solutions. Prototypes
can be low-fidelity or high-fidelity and are used for testing and iteration.
5. Test:
• Gather feedback by testing prototypes with end-users. Use the insights gained
to refine and iterate on the solutions. Testing is an iterative process that
informs further development.
6. Iterate:
• Go through the design process iteratively, making continuous improvements
based on user feedback and evolving insights. Each iteration refines the
solution.
Design Thinking Process:
1. Empathize:
• Understand the user's needs and context. This involves conducting interviews,
observations, and immersing in the user's environment.
2. Define:
• Clearly articulate the problem or challenge based on the insights gained during
the empathize phase. Develop a problem statement or point of view (POV).
3. Ideate:
• Generate a wide range of ideas to address the defined problem. Encourage
free-thinking and creative exploration.
4. Prototype:
• Create tangible representations or prototypes of potential solutions. These can
range from simple sketches to more detailed models.
5. Test:
• Test prototypes with end-users to gather feedback and insights. Use the
feedback to refine and improve the solutions.
6. Implement (or Deliver):
• Develop the final solution based on the insights gained during testing.
Implement the solution and monitor its real-world performance.
7. Learn:
• Reflect on the entire design thinking process. Identify successes, challenges,
and lessons learned. Use these insights for future projects.
Key Characteristics:
1. User-Centered: Places the needs and experiences of end-users at the forefront of the
design process.
2. Collaborative: Involves multidisciplinary teams working together to bring diverse
perspectives to problem-solving.
3. Iterative: Encourages continuous refinement and improvement through repeated
cycles of ideation, prototyping, and testing.
4. Creative: Fosters a culture of creativity, exploration, and thinking outside the box.
5. Holistic: Considers the entire user experience and the broader context when
developing solutions.

7. Define empathy in design thinking and discuss any 4 tools of empathy.


Empathy in Design Thinking:
Definition: Empathy in design thinking is the ability to understand and share the feelings,
needs, and perspectives of others, especially end-users. It is a foundational element that
drives a deep understanding of the human experience, allowing designers to design solutions
that truly resonate with and address the users' needs. Empathy involves active listening,
observation, and the development of a genuine connection with the people for whom the
solution is being designed.
Tools of Empathy in Design Thinking:
1. User Interviews:
• Description: Conduct one-on-one or group interviews with users to gain
insights into their experiences, preferences, and challenges.
• Application: Provides qualitative data and personal stories that help designers
understand the emotional aspects of the user experience.
2. Personas:
• Description: Create fictional characters or personas that represent different
user archetypes. These personas are based on real user data and insights.
• Application: Personas help designers empathize with specific user groups,
allowing them to design solutions tailored to the unique needs and
characteristics of each persona.
3. Empathy Maps:
• Description: Use a visual framework to organize and display information
gathered during the empathize phase. The map typically includes a user's
thoughts, feelings, actions, and pain points.
• Application: Helps visualize and share the collective understanding of a user's
experience, fostering empathy among team members.
4. Observation and Immersion:
• Description: Directly observe users in their natural environment, engage in
activities with them, and immerse oneself in their context to gain a firsthand
understanding of their experiences.
• Application: Provides rich, contextual insights that go beyond what users may
express verbally, allowing for a more holistic understanding of their needs and
behaviors.
5. Empathy Interviews (Extreme Users):
• Description: Engage with users who represent extreme or edge cases—those
who may have particularly intense or unique experiences related to the
problem being addressed.
• Application: By understanding extreme users, designers can gain insights that
may lead to innovative solutions and can empathize with a broader range of
user perspectives.

8. Explain cognitive biases and describe the 4 cognitive biases to be mindful of


while doing design thinking.
Cognitive biases are systematic patterns of deviation from norm or rationality in
judgment. They often stem from mental shortcuts and emotional factors, leading
people to make decisions or judgments that may not be entirely rational or objective.

In the context of design thinking, being aware of cognitive biases is crucial because
they can influence the way we approach and solve problems. Here are explanations of
the four cognitive biases you mentioned:

Self-Serving Bias:

Explanation: This bias occurs when individuals attribute positive events to their own
character or abilities, but attribute negative events to external factors.
Design Thinking Context: In design thinking, team members may overvalue their own
ideas and contributions while downplaying the contributions of others. It's important
to recognize and give credit where it's due for the success of a design solution.
Cognitive Fluency:

Explanation: Cognitive fluency is the ease with which our minds process information.
We tend to prefer information that is easy to understand and avoid complex or
difficult-to-process information.
Design Thinking Context: Design thinkers should be cautious not to dismiss
unconventional or complex ideas simply because they require more mental effort to
comprehend. Sometimes, innovative solutions may initially seem more complex but
can lead to better outcomes.
Sunk Cost Fallacy:

Explanation: This bias involves the tendency to continue investing in a project or


decision based on the cumulative investment (sunk costs) made, even when it's clear
that continuing is not the best course of action.
Design Thinking Context: Design teams might stick to a particular solution or
approach simply because they have invested a lot of time or effort in it. It's important
to evaluate each design iteration objectively, without being overly influenced by past
investments.
Confirmation Bias:
Explanation: Confirmation bias is the tendency to favor information that confirms our
preexisting beliefs or values, while ignoring or discounting information that
contradicts them.
Design Thinking Context: Designers should actively seek out diverse perspectives and
feedback, avoiding the tendency to only notice information that supports their initial
assumptions. This ensures a more well-rounded and inclusive design process.

9.Explain Kano model.


The Kano Model is a framework developed by Professor Noriaki Kano to categorize and
prioritize customer preferences and satisfaction with product or service features. It helps
businesses understand how different aspects of a product or service contribute to customer
satisfaction and how changes in those features impact overall customer experience. The
model was introduced in the 1980s and is widely used in product development, marketing,
and customer experience management.
Key Components of the Kano Model:
1. Basic Needs (Must-Haves):
• These are fundamental features that customers expect as a minimum
requirement. Their absence leads to dissatisfaction, but their presence doesn't
necessarily result in high satisfaction.
• Example: Reliability, safety features, basic functionality.
2. Performance Needs (Linear Satisfaction):
• These features have a proportional relationship with customer satisfaction. As
their presence and quality increase, satisfaction also increases. However, their
absence doesn't cause dissatisfaction.
• Example: Faster processing speed, additional features in a software
application.
3. Excitement Needs (Delighters):
• These are unexpected or surprising features that, when present, lead to high
customer satisfaction. Their absence doesn't result in dissatisfaction because
customers typically don't expect them.
• Example: Innovative design elements, bonus features that go beyond customer
expectations.
Representation in the Kano Model:
The Kano Model represents these three types of needs in a two-dimensional graph:
• X-Axis (Performance or Implementation): Represents the degree to which a feature
or attribute is implemented.
• Y-Axis (Customer Satisfaction): Represents customer satisfaction ranging from
dissatisfaction to satisfaction.
Kano Model Categories:
1. Basic Needs (Must-Haves):
• Implementation has a linear relationship with satisfaction.
• As implementation increases, satisfaction increases; as implementation
decreases, dissatisfaction increases.
2. Performance Needs (Linear Satisfaction):
• Satisfaction increases linearly with better implementation but decreases with
poorer implementation.
• Customers are dissatisfied if performance falls below expectations but not
delighted if it exceeds expectations.
3. Excitement Needs (Delighters):
• The relationship between implementation and satisfaction is nonlinear.
• The presence of delighters leads to high satisfaction, but their absence does
not cause dissatisfaction.
Applications of the Kano Model:
1. Product Development:
• Helps prioritize features during the product development process based on
their impact on customer satisfaction.
2. Customer Experience Management:
• Assists in understanding how changes to existing features or the introduction
of new features will influence overall customer satisfaction.
3. Market Research:
• Guides market researchers in designing surveys and questionnaires to gather
customer feedback on different product or service attributes.
4. Quality Management:
• Supports quality management efforts by identifying critical features that must
be maintained to meet customer expectations.

10. Discuss the guidelines in framing the problem statement in the define phase of
design thinking

In the Define phase of design thinking, framing a clear and concise problem statement is
crucial for guiding the rest of the problem-solving process. The problem statement sets the
direction for ideation, prototyping, and testing, ensuring that the team focuses on addressing
the right challenges. Here are some guidelines for framing an effective problem statement:
1. User-Centric Focus:
• Guideline: Clearly articulate the problem from the perspective of the end-users.
• Why: By placing users at the center, you ensure that the problem is rooted in real
needs, making the subsequent solutions more relevant and impactful.
2. Avoid Assumptions:
• Guideline: State the problem based on observed facts and user insights, not
assumptions.
• Why: Assumptions can lead to inaccurate problem framing. Rely on data, user
feedback, and research to ground the problem in reality.
3. Use Human-Centered Language:
• Guideline: Frame the problem in language that resonates with the emotions and
experiences of users.
• Why: Human-centered language fosters empathy and a better understanding of the
user's perspective, ensuring a more relevant and user-focused problem statement.
4. Be Specific and Clear:
• Guideline: Clearly define the boundaries of the problem and avoid vagueness.
• Why: Ambiguous problem statements can lead to confusion and unfocused efforts.
Specificity helps in defining a clear scope for the design challenge.
5. Focus on the Root Cause:
• Guideline: Identify and address the root cause of the problem, not just its symptoms.
• Why: Solving the root cause ensures a more sustainable and impactful solution. It
prevents the team from merely addressing surface-level issues.
6. Align with Project Goals:
• Guideline: Ensure that the problem statement aligns with the broader goals and
objectives of the project.
• Why: Alignment with project goals ensures that the design efforts contribute to the
overall mission and objectives of the organization or project.
7. Use Action Verbs:
• Guideline: Frame the problem statement with action verbs that imply doing or
achieving something.
• Why: Action-oriented language promotes a solution-focused mindset and encourages
the team to think in terms of actionable steps.
8. Consider Constraints:
• Guideline: Acknowledge any constraints, such as budget, time, or technological
limitations.
• Why: Understanding constraints helps set realistic expectations and guides the team
to consider practical and feasible solutions.
9. Collaborative Language:
• Guideline: Use language that fosters collaboration and inclusivity among team
members.
• Why: Collaborative language encourages a collective approach to problem-solving
and promotes a shared understanding among team members.
10. Iterative Nature:
• Guideline: Recognize that the problem statement may evolve as the design thinking
process progresses.
• Why: Design thinking is iterative, and insights gained during the process may lead to
refinements in the problem statement. Be open to adjusting it based on new learnings.

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