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Threadsteading: Playful Interaction for Textile Fabrication Devices Interactivity / Albaugh, Lea / Grow, April / Liu, Chenxi / McCann, James / Smith, Gillian / Mankoff, Jennifer Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.285-288
ACM Digital Library Link
Summary: Our interaction -- Threadsteading -- combines game design practices, traditional crafting techniques of quilting and embroidery, and existing fabrication technologies to produce an innovative game experience that results in a tangible artifact at the end of play. Threadsteading offers a glimpse at a future in which humans can engage in realtime, playful interaction with fabrication machines.

eBee: Merging Quilting, Electronics & Board Game Design Art Exhibition / Pearce, Celia / Smith, Gillian / Choi, Jeanie / Carlsson, Isabella Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3877-3880
ACM Digital Library Link
Summary: eBee is a strategic board game that merges quilting, e-textiles and game design to bridge the gender, ethnic and generation gap in electronics. The game revolves around placing quilted tiles embedded with conductive fabric on a hexagonal grid. The goal is to complete a circuit by laying a path of conductive fabric between a centralized hub or power source, and satellite islands that illuminate when the circuit is completed. eBee aims to merge the social contexts of the female-friendly experience of a quilting bee, the multi-generational appeal of a board game, and the techno-creative practices the maker movement. While the game has stand-alone integrity as both an interactive artwork and a game, it also has the benefit of engaging players in learning about electricity. In addition to exhibiting and possibly selling the game as a completed product, we also plan to develop eBee workshops and an online set of instructables that encourage people to create their own eBees.

Storytelling with Data: Examining the Use of Data by Non-Profit Organizations Non-Profits and Humanitarian Responses / Erete, Sheena / Ryou, Emily / Smith, Geoff / Fassett, Khristina Marie / Duda, Sarah Proceedings of ACM CSCW 2016 Conference on Computer-Supported Cooperative Work and Social Computing 2016-02-27 v.1 p.1273-1283
ACM Digital Library Link
Summary: Despite the growing promotion of the "open data" movement, the collection, cleaning, management, interpretation, and dissemination of open data is laborious and cost intensive, particularly for non-profits with limited resources. In this paper, we describe how non-profit organizations (NPOs) use open data, building on prior literature that focuses on understanding challenges that NPOs face. Based on 15 interviews of staff from 10 NPOs, our results suggest that NPOs use data to develop narratives to build a case for support from grantors and other stakeholders. We then present empirical results based on the usage of a data portal we created, which suggests that technologies should be designed to not only make data accessible, but also to facilitate communication and support relationships between expert data analysts and NPOs.

Understanding procedural content generation: a design-centric analysis of the role of PCG in games Understanding and designing games / Smith, Gillian Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.917-926
ACM Digital Library Link
Summary: Games that use procedural content generation (PCG) do so in a wide variety of ways and for different reasons. One of the most common reasons cited by PCG system creators and game designers is improving replayability by providing a means for automatically creating near-infinite amounts of content, the player can come back and replay the game and refine her strategies over a long period. However, this notion of replayability is both overly broad and incomplete as a motivation. This paper contributes an analytical framework and associated common vocabulary for understanding the role of PCG in games from a design standpoint, with an aim of unpacking some of the broad justifications for PCG use in games, and bringing together technical concerns in designing PCG systems with design concerns related to creating engaging playable experiences.

Design: no longer an optional extra Keynote / Plenary Talks / Smith, Gillian Crampton Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.3-4
ACM Digital Library Link
Summary: Mark Rettig said interaction design is designing the right thing and designing the thing right. With the recent emphasis on design thinking-finding the right thing to design-design doing-designing the thing right-has rather dropped from view. As a graphic designer in the early 80s, I realised, starting to program, that simple artist-designer graphic skills and knowledge could make interfaces work better-easier to understand, quicker to use. But with affordable colour graphic screens, designers could really make interfaces sing. They could become a pleasure to use and express character-the difference, for instance, between the Star interface-serious, as befits an office-and the Apple Mac-jaunty, irreverent, appropriate for the Californian college audience it targeted. It is accepted that designers are concerned with form-the optional cost of making something a bit more elegant-but Apple's unbending commitment to good design is persuading people that design is not an optional extra. However they often do not understand that design is not just about appearance. Apple knows that design is also about the aesthetic of function: a system's behaviour, its interactivity, which, as well as satisfyingly usable, must be elegant, poetic, maybe witty. Design also concerns the implicit meanings that subtly speak to us, that make the difference between a product that works and one that sings. This presentation will discuss how design works, how it flourishes, and how to grow young designers. As the digital increasingly shapes our world it is not just the profitability of a company that rides on good design. It is the quality of our lives as we experience them.

Rating Bias and Preference Acquisition / Freyne, Jill / Berkovsky, Shlomo / Smith, Gregory ACM Transactions on Interactive Intelligent Systems 2013-10 v.3 n.3 p.19
ACM Digital Library Link
Summary: Personalized systems and recommender systems exploit implicitly and explicitly provided user information to address the needs and requirements of those using their services. User preference information, often in the form of interaction logs and ratings data, is used to identify similar users, whose opinions are leveraged to inform recommendations or to filter information. In this work we explore a different dimension of information trends in user bias and reasoning learned from ratings provided by users to a recommender system. Our work examines the characteristics of a dataset of 100,000 user ratings on a corpus of recipes, which illustrates stable user bias towards certain features of the recipes (cuisine type, key ingredient, and complexity). We exploit this knowledge to design and evaluate a personalized rating acquisition tool based on active learning, which leverages user biases in order to obtain ratings bearing high-value information and to reduce prediction errors with new users.

Peek: context sharing on request with notifications Video presentations / Brush, A. J. Bernheim / Saponas, T. Scott / Ziola, Ryder / Smith, Greg / Johns, Paul / Roseway, Asta Proceedings of ACM CSCW'13 Conference on Computer-Supported Cooperative Work 2013-02-23 v.2 p.291-292
ACM Digital Library Link
Summary: Ever wondered if it was a good time to call your spouse, child, or friend? Do you sometimes just want to know if they are on their way to meet you? With Peek you can request the activity state (e.g. walking, in-vehicle, at-rest) and location of a phone when needed. Context is sent back automatically to people on the phone owner's pre-approved Peek contact list. The person being peeked at receives a notification that provides awareness of who peeked at them and when.

Personalized Network Updates: Increasing Social Interactions and Contributions in Social Networks Long Papers / Berkovsky, Shlomo / Freyne, Jill / Smith, Gregory Proceedings of the 2012 Conference on User Modeling, Adaptation and Personalization 2012-07-16 p.1-13
Link to Digital Content at Springer
Summary: Social networking systems originally emerged as tools for keeping up with the daily lives of friends and strangers. They have established themselves as valuable resources and means to satisfy information needs. The challenge with information seeking through social networks is that their immense success and popularity is also a weakness. The data deluge facing users has surpassed comfortably managed levels and can impact on the quality and relevance of the information consumed. We developed a personalized model for predicting the relevance of news feed items, in order to facilitate personalized feeds. Results of a live analysis show that our approach successfully identifies and promotes relevant feed items, with the knock-on effects of increasing interaction between users and the contribution of user generated content.

Using mobile phones to present medical information to hospital patients Interfaces for health & well being / Vardoulakis, Laura Pfeifer / Karlson, Amy / Morris, Dan / Smith, Greg / Gatewood, Justin / Tan, Desney Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.1411-1420
ACM Digital Library Link
Summary: The awareness that hospital patients have of the people and events surrounding their care has a dramatic impact on satisfaction and clinical outcomes. However, patients are often under-informed about even basic aspects of their care. In this work, we hypothesize that mobile devices -- which are increasingly available to patients -- can be used as real-time information conduits to improve patient awareness and consequently improve patient care. To better understand the unique affordances that mobile devices offer in the hospital setting, we provided twenty-five patients with mobile phones that presented a dynamic, interactive report on their progress, care plan, and care team throughout their emergency department stay. Through interviews with these patients, their visitors, and hospital staff, we explore the benefits and challenges of using the mobile phone as an information display, finding overall that this is a promising approach to improving patient awareness. Furthermore, we demonstrate that only a small number of technology challenges remain before such a system could be deployed without researcher intervention.

Factors associated with persistent participation in an online diet intervention Work-in-progress / Freyne, Jill / Saunders, Ian / Brindal, Emily / Berkovsky, Shlomo / Smith, Gregory Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.2375-2380
ACM Digital Library Citation
Summary: In recent years, much work has been carried out in interface design and service quality in order to maximise user experience and sustain engagement. We are often unsure, however, what factors really influence user interactions with the technologies. Here we report on an ongoing examination of the relationships between user demographics, self reported attitudes, efficacy, and system feature, and participation on an online diet support site. Our findings indicate that not only the characteristics of the users themselves are associated with sustained engagement with a weight loss site, but also that usage of particular features on the site results in higher return rates. These findings support a push for designers to understand their users and features of their site, in order to maximise engagement with their target audiences.

Engaging Families in Lifestyle Changes Through Social Networking / Baghaei, Nilufar / Kimani, Stephen / Freyne, Jill / Brindal, Emily / Berkovsky, Shlomo / Smith, Greg International Journal of Human-Computer Interaction 2011-10-01 v.27 n.10 p.971-990
Link to Article at Taylor & Francis
Summary: Previous research has shown that providing family engagement and social support play important roles in weight management success, helping to achieve long-term lifestyle changes. Traditionally, the support provided by online health communities is primarily targeted at individuals and does not involve their families. SOFA (SOcial FAmilies), a novel approach for engaging, motivating, and persuading families to adopt a healthy lifestyle, is proposed. SOFA is an online social network for families coupled with a repository of health-related educational content. This article reports the results of a live user study aimed at investigating how user profile representation and system-assigned tasks influence users engagement with the system and change their attitude toward a healthy lifestyle. The results show that representing family members as individuals increases the number of active members per family as well as their retention, contribution to, and engagement with the network. The results also show that family-based social networks positively change the attitude of family members toward a healthy lifestyle.

Recipe Recommendation: Accuracy and Reasoning Full Research Papers / Freyne, Jill / Berkovsky, Shlomo / Smith, Gregory Proceedings of the 2011 Conference on User Modeling, Adaptation and Personalization 2011-07-11 p.99-110
Keywords: Collaborative filtering; content-based; machine learning; recipes; personalization
Link to Digital Content at SpringerLink
Summary: Food and diet are complex domains for recommender technology, but the need for systems that assist users in embarking on and engaging with healthy living programs has never been more real. One key to sustaining long term engagement with eHealth services is the provision of tools, which assist and train users in planning correctly around the areas of diet and exercise. These tools require an understanding of user reasoning as well as user needs and are ideal application areas for recommender and personalization technologies. Here, we report on a large scale analysis of real user ratings on a set of recipes in order to judge the applicability and practicality of a number of personalization algorithms. Further to this, we report on apparent user reasoning patterns uncovered in rating data supplied for recipes and suggest ways to exploit this reasoning understanding in the recommendation process.

Selecting Items of Relevance in Social Network Feeds Short Research Papers / Berkovsky, Shlomo / Freyne, Jill / Kimani, Stephen / Smith, Gregory Proceedings of the 2011 Conference on User Modeling, Adaptation and Personalization 2011-07-11 p.329-334
Link to Digital Content at SpringerLink
Summary: The success of online social networking systems has revolutionised online sharing and communication, however it has also contributed significantly to the infamous information overload problem. Social Networking systems aggregate network activities into chronologically ordered lists, Network Feeds, as a way of summarising network activity for its users. Unfortunately, these feeds do not take into account the interests of the user viewing them or the relevance of each feed item to the viewer. Consequently individuals often miss out on important updates. This work aims to reduce the burden on users of identifying relevant feed items by exploiting observed user interactions with content and people on the network and facilitates the personalization of network feeds in a manner which promotes relevant activities. We present the results of a large scale live evaluation which shows that personalized feeds are more successful at attracting user attention than non-personalized feeds.

Implicit association via crowd-sourced coselection Track 1: dynamic and computed hypermedia / Ashman, Helen / Antunovic, Michael / Chaprasit, Satit / Smith, Gavin / Truran, Mark Proceedings of the 22nd ACM Conference on Hypertext and Hypermedia 2011-06-06 p.7-16
ACM Digital Library Link
Summary: The interaction of vast numbers of search engine users with sets of search results sets is a potential source of significant quantities of resource classification data. In this paper we discuss work which uses coselection data (i.e. multiple click-through events generated by the same user on a single search engine result page) as an indicator of mutual relevance between web resources and a means for the automatic clustering of sense-singular resources. The results indicate that coselection can be used in this way. We ground-truthed unambiguous query clustering, forming a foundation for work on automatic ambiguity detection based on the resulting number of generated clusters. Using the cluster overlap by population principle, the extension of previous work allowed determination of synonyms or lingual translations where overlapping clusters indicated the mutual relevance in coselection and subsequently the irrelevance of the actual label inherited from the user query.

Which version is this?: improving the desktop experience within a copy-aware computing ecosystem User experience / Karlson, Amy K. / Smith, Greg / Lee, Bongshin Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.1 p.2669-2678
ACM Digital Library Link
Summary: Computers today make it easy for people to scatter copies and versions of digital items across their file systems, but do little to help people manage the resulting mess. In this paper, we introduce the concept of a copy-aware computing ecosystem, inspired by a vision of computing when systems track and surface copy relationships between files. Based on two deployments of a copy-aware software prototype and in-depth interviews with individuals in collaborative relationships, we present our findings on the origins of copies and the barriers to eliminating them, but offer a promising solution based on the set of files that together represent a user's conceptual view of a document -- the versionset. We show that the versionset is viable to infer, and we draw upon user activity logs and feedback on personalized views of versionsets to distill guidelines for the factors that define a versionset. We conclude by enumerating the many PIM user experiences that could be transformed as a result.

Gender and role differences in family-based healthy living networks Work-in-progress, April 14-15 / Kimani, Stephen / Baghaei, Nilufar / Freyne, Jill / Berkovsky, Shlomo / Bhandari, Dipak / Smith, Greg Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010-04-10 v.2 p.4219-4224
Keywords: families, gender, healthy living, online social networks, role, user interaction, user requirements
ACM Digital Library Link
Summary: We have recently witnessed a tremendous increase in popularity and growth of online social networks. Social support and family involvement can play an important supportive role in health management. An increasing number of family members are establishing online social networking relationships with their families. This trend poses new research questions on effectively accommodating family members in online social networks. Family members themselves often have very different requirements based on their gender and family role. There is little research on the design of family-oriented social networking applications. In order to fill this research gap and investigate the impact of social and family relationships in online social networks, we are developing a healthy living online social application to support families in adopting healthy lifestyles. This paper reports the findings of a user study aimed at understanding gender- and role-based characteristics and differences in family-based healthy living social networks. The study shows that female users play a major role in leading the usage of the social technology; parents remain conscious of and concerned about their family's health as they interact with the social technology; and the social technology should support fun, especially for children.

Activity awareness in family-based healthy living online social networks Short paper presentations (posters) / Kimani, Stephen / Berkovsky, Shlomo / Smith, Greg / Freyne, Jill / Baghaei, Nilufar / Bhandari, Dipak Proceedings of the 2010 International Conference on Intelligent User Interfaces 2010-02-07 p.337-340
Keywords: activity awareness, evaluation, families, healthy living, online social networks, user interaction, user interface
ACM Digital Library Link
Summary: Social relationships and family involvement play an important role in health management, whereas activity awareness is useful in decision-making and stimulating motivation and action. In this paper, we propose a novel activity awareness user interface for family-oriented healthy living social networks. It is intended to increase family members' interaction with healthy living social networks. A user study showed that the activity awareness interface can add value to specific aspects of interaction with family-based healthy living social applications. The interface increased interaction with the underlying healthy living content and led to higher level of learning about healthy living and impact on specific healthy living activities. There was also significant appreciation of and interaction with the activity awareness user interface elements.

Personalization via friendsourcing / Bernstein, Michael S. / Tan, Desney / Smith, Greg / Czerwinski, Mary / Horvitz, Eric ACM Transactions on Computer-Human Interaction 2010 v.17 n.2 p.6
ACM Digital Library Link
Summary: When information is known only to friends in a social network, traditional crowdsourcing mechanisms struggle to motivate a large enough user population and to ensure accuracy of the collected information. We thus introduce friendsourcing, a form of crowdsourcing aimed at collecting accurate information available only to a small, socially-connected group of individuals. Our approach to friendsourcing is to design socially enjoyable interactions that produce the desired information as a side effect.
    We focus our analysis around Collabio, a novel social tagging game that we developed to encourage friends to tag one another within an online social network. Collabio encourages friends, family, and colleagues to generate useful information about each other. We describe the design space of incentives in social tagging games and evaluate our choices by a combination of usage log analysis and survey data. Data acquired via Collabio is typically accurate and augments tags that could have been found on Facebook or the Web. To complete the arc from data collection to application, we produce a trio of prototype applications to demonstrate how Collabio tags could be utilized: an aggregate tag cloud visualization, a personalized RSS feed, and a question and answer system. The social data powering these applications enables them to address needs previously difficult to support, such as question answering for topics comprehensible only to a few of a user's friends.

SOFA: an online social network for engaging and motivating families to adopt a healthy lifestyle Lifestyle / Baghaei, Nilufar / Freyne, Jill / Kimani, Stephen / Smith, Greg / Berkovsky, Shlomo / Bhandari, Dipak / Colineau, Nathalie / Paris, Cecile Proceedings of OZCHI'09, the CHISIG Annual Conference on Human-Computer Interaction 2009-11-23 p.269-272
Keywords: family health care, social networks, user engagement
ACM Digital Library Link
Summary: Overweight and obesity have become a global epidemic and are increasing rapidly. Previous research has shown that providing social support and family support has profound roles on the weight management of individuals. However, the support provided by online health communities is outside the family context and is targeted at individuals. We are proposing SOFA (SOcial FAmily), an online social networking system aimed to engage and motivate families to adopt a healthy lifestyle through exposure to educational information on diet exercise and a range of other healthy living information. In this paper, we describe SOFA's features, the research questions that we are investigating and some preliminary results from a live deployment. The results showed that adding a social layer can considerably increase user engagement with static educational content and showed that the provision of family based profiles reduced the activity levels of individual family members when compared to those with individual profiles.

iSee: interactive scenario explorer for online tournament games Full papers: Games / Smith, Greg / Tan, Desney / Lee, Bongshin Proceedings of the 2009 International Conference on Advances in Computer Entertainment Technology 2009-10-29 p.190-197
ACM Digital Library Link
Summary: Fantasy games, in which players compete to correctly predict real-world outcomes in sports, entertainment, and politics, have grown in popularity and now represent a significant portion of online gaming. Pick'em pools, also known as office pools, are a fantasy game specifically focused on tournament-style competitions such as the "March Madness" NCAA basketball championship. Pick'em pool players often spend significant time trying to understand the current state of competition and to anticipate future events that may significantly affect their performance within the pool. Unfortunately, the combinatorial nature of the outcome space makes these tasks extremely challenging, and intuition is often a highly inaccurate guide. In this paper we present iSee, a system that allows players to make these complex calculations and inferences. We describe a variety of interface options for the interactive presentation of tournament outcome visualizations. We also describe in detail the implementation of a set of algorithms for reliably projecting player performance and distilling the complex outcome space to a number of key scenarios. Finally, we report on a pilot study soliciting user feedback on the system.

Collabio: a game for annotating people within social networks New solutions for old problems / Bernstein, Michael / Tan, Desney / Smith, Greg / Czerwinski, Mary / Horvitz, Eric Proceedings of the 2009 ACM Symposium on User Interface Software and Technology 2009-10-04 p.97-100
Keywords: human computation, social computing, social tagging
ACM Digital Library Link
Summary: We present Collabio, a social tagging game within an online social network that encourages friends to tag one another. Collabio's approach of incentivizing members of the social network to generate information about each other produces personalizing information about its users. We report usage log analysis, survey data, and a rating exercise demonstrating that Collabio tags are accurate and augment information that could have been scraped online.

Exploring Cross-Device Web Use on PCs and Mobile Devices Mobile Computing 1 / Kane, Shaun K. / Karlson, Amy K. / Meyers, Brian / Johns, Paul / Jacobs, Andy / Smith, Greg Proceedings of IFIP INTERACT'09: Human-Computer Interaction 2009-08-24 v.1 p.722-735
Keywords: Mobile web; cross-device user experience; activity logging; experience sampling method
Link to Digital Content at Springer
Summary: In this paper, we explore whether sharing a user's web browsing activity across their computing devices can make it easier to find and access web sites on a mobile device. We first surveyed 175 smartphone users about their web use across multiple devices. We found that users shared web information between devices, but generally used cumbersome manual methods to do so. In a second study, we tracked the web sites visited by 14 participants on their PC and mobile phone, and used experience-sampling surveys to determine whether sharing sites across devices would be useful. We found that participants visited many of the same sites on both their mobile device and PC, and that participants were interested in viewing additional sites from their PC on their mobile device. Our results suggest that automatically sharing web activity information between devices has potential to improve the usability of the mobile web.

Designing Novel Image Search Interfaces by Understanding Unique Characteristics and Usage Novel User Interfaces and Interaction Techniques 5 / André, Paul / Cutrell, Edward / Tan, Desney S. / Smith, Greg Proceedings of IFIP INTERACT'09: Human-Computer Interaction 2009-08-24 v.2 p.340-353
Keywords: image search; log analysis; design
Link to Digital Content at Springer
Summary: In most major search engines, the interface for image search is the same as traditional Web search: a keyword query followed by a paginated, ranked list of results. Although many image search innovations have appeared in both the literature and on the Web, few have seen widespread use in practice. In this work, we explore the differences between image and general Web search to better support users' needs. First, we describe some unique characteristics of image search derived through informal interviews with researchers, designers, and managers responsible for building and deploying a major Web search engine. Then, we present results from a large scale analysis of image and Web search logs showing the differences in user behaviour. Grounded in these observations, we present design recommendations for an image search engine supportive of the unique experience of image search. We iterate on a number of designs, and describe a functional prototype that we built.

Beyond Emoticons: Combining Affect and Cognition in Icon Design Cognitive Approaches in HCI Design / McDougall, Siné / Reppa, Irene / Smith, Gary / Playfoot, David EPCE 2009: 8th International Conference on Engineering Psychology and Cognitive Ergonomics 2009-07-19 p.71-80
Keywords: Icon; Affective computing; Aesthetic preference; Performance; Usability
Link to Digital Content at Springer
Summary: Recently there has been a shift in emphasis from interface usability to interface appeal. Very few studies, however, have examined the link between usability and appeal and evidence regarding the direction of the relationship between the two remains equivocal. This paper examines the nature of the relationships between the usability and aesthetic appeal of icons. The findings from three studies presented here show evidence, not only for the symbiotic relationship between aesthetic preference and performance, but also for the possible causal links between the two. The implications of these findings for interface design and theoretical explanations of usability are discussed.

FacetLens: exposing trends and relationships to support sensemaking within faceted datasets Visualization 2 / Lee, Bongshin / Smith, Greg / Robertson, George G. / Czerwinski, Mary / Tan, Desney S. Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009-04-04 v.1 p.1293-1302
Keywords: facets, interactive visualization, relationships, sensemaking, trends
ACM Digital Library Link
Summary: Previous research has shown that faceted browsing is effective and enjoyable in searching and browsing large collections of data. In this work, we explore the efficacy of interactive visualization systems in supporting exploration and sensemaking within faceted datasets. To do this, we developed an interactive visualization system called FacetLens, which exposes trends and relationships within faceted datasets. FacetLens implements linear facets to enable users not only to identify trends but also to easily compare several trends simultaneously. Furthermore, it offers pivot operations to allow users to navigate the faceted dataset using relationships between items. We evaluate the utility of the system through a description of insights gained while experts used the system to explore the CHI publication repository as well as a database of funding grant data, and report a formative user study that identified usability issues.
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