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MCM 206 (Editing and Graphics)

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131 views13 pages

MCM 206 (Editing and Graphics)

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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MCM 206

(EdItIng and GraphIcs)


INTRODUCTION
Please note, graphics, within the context of this course, are not meaningless drawings. They are
deliberate creations. They are not accidental. The more the number of professionals who edit a
graphic or editorial item, the more the quality improves. This is why in editing; two heads are
better than one.
Definition of Terms
Editing
This is a process of enhancing the quality of texts or graphics through amendment, as well as
addition and subtraction of materials. Editing is an improvement process by which a graphic item
is made adequately readable, understandable or communicable. Editing can be done on images, as
well as on texts. Different kinds of editing that can be performed on texts including structural, copy
as well as proofreading.
Most layout and graphic software applications like Photoshop, QuarkXPress and Corel Draw (and
Corel PhotoPaint) have the capacity to edit, as well as manipulate graphics and texts.
Graphics
Graphics can be functional or artistic, when graphics serve a functional purpose, they go beyond
mere visual impressions and fulfil specific functions. Take, for example, the texts and photographs
found in newspapers- they are not there simply for decoration but are published with the intention
to inform, educate, and enlighten readers. On the other hand, when graphics are created with an
artistic approach, their purpose is to embody a sense of style and evoke or provoke one's aesthetic
sensibilities, thereby stimulating the imagination and eliciting emotions, fantasies, or abstract
concepts.
Graphics are texts, drawings, designs, illustrations or images that are deliberately created via a
medium by hand or some other means in a manner that makes visual, cultural, aesthetic or
commercial meaning. The creator of a graphic may draw an inspiration from himself, some other
beings or from his or her environment.
Communication
Communication is the transmission of a message from one point to another that produces some
effect. According to Harold Lasswell (1948), a useful and convenient way of describing
communication is to make it answer these pertinent questions: Who says what? In what channel?
To whom? With what effect? Berelson and Steiner (1964) define communication as ‘the
transmission of information, ideas, skills and emotions e.t.c by the use of symbols-words, pictures,
groups e.t.c. it is the act or process of transmission that is usually called communication’.
EDITING AND GRAPHICS OF COMMUNICATION
Communication is the process of transmitting a meaningful message from one point. It is also
established that graphics of communication means the creation of graphics to make meaning.
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From the foregoing, it is established precisely that editing is an improvement process while
graphics are texts or designs that are created.
Editing and Graphics of Communication as the process of improving texts or graphics that are
created to be transmitted or communicated meaningfully.
To break down this meaning;
First is that graphics are created or produced.
Second is that graphics communicate.
Third is that graphics that communicate can be improved upon for more meaningful
communication.
The definition can therefore be reworded as the process of producing and improving graphics for
information, education and entertainment. When graphics educate, inform and entertain, they are
said to make the right meaning. When a graphic makes the right meaning, it implies that it has
been transmitted as a message, instruction, idea or an impression.
Graphics of Communication
Graphic Communication is simply the process of producing graphics to communicate to an
audience. Whether what you are communicating is through a composed text, drawing, photograph,
illustration or slides, you are either communicating an idea, passing an instruction, sending a
message in a way that is meaningful to your audience. What you are communicating must be doing
one, two, three or four of the following:
• Persuading
• Informing
• Educating
• Entertaining
In social science and as it concerns us in this book, graphic communication must impact the
audience and that impartation must educate, inform and entertain.
UNDERSTANDING THE EDITING AND GRAPHIC PROCESS
The digital world we live in today made graphics part of our everyday language. That resulted in
55% of companies using creative graphic design to communicate with customers, 24% of them to
drive engagement on social media, and 19% internally (Nika Prpic, 2023).
The truth is, incredible design work doesn’t just *happen* for some people and not others. Every
successful designer follows a tried-and-true graphic design process they know will help them
achieve results — and you can, too.
What Is the Graphic Design Process?
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Graphic design is a critical visual communication tool advertisers / marketers use to convey key
messages about a product or brand that resonate with target audiences. It’s all about producing
visual assets that are eye-catching, on-brand and aligned with specific messaging.
The graphic design process, therefore, encompasses the steps a designer takes to transform design
concepts into tangible creations that align with a client's ultimate objectives.
As a creative process, designing graphics involves equal parts of “creative” and “process.” In other
words, a graphic designer will adhere to logical, step-by-step procedures all the way to completion.
Creative ideation and original design work fit into this process. But they’re not the only skills or
considerations that result in successful design. The graphic design process involves a great deal of
communicating, critical thinking and problem solving, too - Designing graphics is a dynamic and
multidimensional endeavour comprising both creativity and methodology. A graphic designer
navigates through a series of logical and systematic steps to achieve the desired outcome. While
imaginative ideation and innovative design contribute significantly to this process, they are not the
sole determinants of successful design. Effective graphic design necessitates proficient
communication, astute critical thinking, and adept problem-solving skills.
The creative aspect of graphic design fuels the initial stages, where ideas are conceived, and
concepts take shape. This imaginative process involves envisioning unique designs and exploring
innovative approaches. However, creativity alone cannot materialize a well-executed graphic
design. It must be complemented by a structured and methodical approach that ensures the design's
effectiveness and functionality.
The graphic design process follows a series of logical steps, each building upon the previous one.
From gathering client requirements and conducting research to sketching, prototyping, and
refining, every stage requires careful consideration and adherence to established procedures. By
following this systematic approach, designers can organize their thoughts, streamline their
workflow, and ensure a cohesive and coherent end result.
However, the design process is not limited to creativity and methodology alone. Communication
plays a vital role throughout the entire journey. Graphic designers must effectively communicate
with clients, stakeholders, and team members to understand project objectives, gather feedback,
and convey their design choices. Clear and concise communication ensures everyone is aligned
and the design meets the intended goals.
Moreover, graphic designers must employ critical thinking skills to analyze and evaluate their
design choices. They assess various elements such as colour schemes, typography, layout, and
visual hierarchy to create visually appealing, functional, and impactful designs. By critically
evaluating their work, designers can refine their designs and make informed decisions that align
with the project's requirements and objectives.
Problem-solving is another integral part of the graphic design process. Designers encounter
challenges and obstacles like technical limitations, tight deadlines, or client feedback. They must
approach these hurdles with a problem-solving mindset, finding creative solutions that maintain
the integrity of the design while addressing any constraints or issues that arise. Adaptability and
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resourcefulness are key traits that enable designers to overcome obstacles and deliver successful
designs.
The following is an 8-step process for editing and graphic of communication, encompassing
everything from the initial design brief to customer testing:
1. DESIGN BRIEF (BUILD OUT THE CREATIVE BRIEF)
The design brief will serve as the basis for all subsequent designs and help to establish a smooth
flow in graphic design. Here, you establish the objectives and plans for carrying out your design
project in advance. To get it properly, you need to pay attention to a lot of things and communicate
clearly. The vision and important project criteria should be communicated in this document, this
document will capture all of your client’s wants and needs and other key project specifications
which should be no more than two pages.
Anyone who wishes to collaborate with a graphic designer should be able to communicate their
needs and the objectives that the design asset must achieve. Your coworker or client might provide
you with a detailed design brief. Alternatively, you can be the one gathering information and
completing the brief.
Your creative brief should address the following:
• Company information (e.g., mission, offerings, produtcs, unique value proposition).
• Brand guidelines.
• Target audience.
• Asset type (e.g., logo design, UX design, eBook design).
• Purpose of the asset and how it fits into the overall marketing campaign.
• Initial design concept or creative direction.
• Production-related design specifications.
• Delivery format and file type.
• Project timeline
• Budget or cost of the design work.
Review the project intake form with all key stakeholders to ensure all the important details are
captured, and everyone is on the same page. It may take a few tries to make your brief as clear and
comprehensive as possible. Ensure you hold the finished copy before you begin designing when
setting the deadline. Any text changes could cause you to lose much time.
2. RESEARCH PHASE (RESEARCH THE DESIGN ECOSYSTEM)
It is important to learn about the market or users you’re designing for. Good research, like anything
else in life, will make your job lot simpler by educating you about the market, your rivals, and the
target audience for your design.
Here are some tips to improve your research planning skills:
• Having an understanding of the particular product or service you are representing
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• Examining competitors’ design work
• Evaluating the market positioning and unique selling points of your brand.
• Investigating additional visual media that your target audience consumes outside of your
niche.
• Think about how you might use design trends and color theory.
• Examine the social media profiles of your competition.
An essential component of a graphic designer's job is research, which is used to generate new
ideas, convince other stakeholders of the design approach, and support later design decisions.
3. CONCEPTS (BRAINSTORMING IDEAS FOR YOUR DESIGNS)

It is time to get creative, whether using a whiteboard online or a pen and paper. Here, you can
conjure up as many concepts as you like. When you brainstorm, you consider ideas, colours,
feelings, moods, images, and anything else that could influence your design.
Depending on the project, the concept development and refinement stage may entail sketching
thumbnails, mockups, or graphic components. Larger and more significant projects, like an
abstract or text logo development and web design, may require more fine-tuning and several
iterations before moving into production.
Irrespective of the magnitude of your project, it is crucial to share your preliminary concepts with
the rest of the team. A useful guideline in graphic design is to present three ideas during the pitch.
■ Provide exactly what the client asked for.
■ Offer your interpretation of what you think they’ll like, based on everything you know.
■ Pitch a new concept or idea that could still meet the brief.
Have your client or colleagues pick one of the three and continue refining it. Ask for feedback
about your general approach and the rough framework for your project to see if anything is missing
or should be tweaked to better support the ultimate project goals. This way, you will spend only
some of your energy and time designing down the right path.
4. CONCEPT DEVELOPMENT (CREATE THE DESIGN)
This stage is also regarded as design stage, the stage to fine-tune every detail after the
brainstorming phase is finished and there is general agreement on the main design concept. This
stage allows you to demonstrate your skills in creating a final product that skillfully combines
aesthetics and practicality.
A graphic designer will be expected to follow best practices regarding the use of colour, font, the
hierarchy of information, and positive and negative space during the design stage. Using the
appropriate graphic design software and other tools to complete the task in the most effective and
feasible manner.
Conduct a self-critique before sending off your design and examine your work with an editing eye.
Are there any design elements that need to be placed correctly? Does your visual hierarchy support
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the goals outlined in the creative brief? This is the time to make any edits of your own — but this
is not the end of the revision process.
The following advice can help you streamline the design development process according to Prpic
(2023):
■ Become a mad professor: try a wide range of colors, layouts, and styles until you land on
something, you’re happy with.
■ Keep your mockups: It’s tempting to delete things you don’t like as you go, but you never
know what could come in handy later.
■ Give it the overnight test: Sleep on your ideas so you can look at them tomorrow with fresh
eyes.
■ Ask people for feedback: More on that in the next step!

5. DESIGN REVIEW (GETTING FEEDBACK ON YOUR DESIGN IDEAS)


A design review entails obtaining organized and valuable input regarding a design. In the design
review phases, designers showcase their concepts to all stakeholders and receive input on potential
enhancements. Incorporating diverse roles in the review process provides a range of viewpoints,
aiding in the creation of a good and optimal design.
A series of smaller measures are taken during the feedback stage to guarantee quality control and
complete alignment with the goals of your stakeholders.
This stage of the graphic design process could resemble the following, depending on the sort of
team you are working with:
■ Submit the design work for internal review.
■ Make any requested changes.
■ Present the updated design to your client or other decision-makers.
■ Explain how your design decisions align with the creative brief and the direction you
agreed on.
■ Gather feedback from all stakeholders.
■ Confirm your next steps.
■ Make the requested changes.
■ Present this new version to the rest of the team.
From there, rinse and repeat until you have reached the final version and there are no outstanding
change requests.
6. ITERATE (IMPROVING YOUR DESIGNS AND COLLECTING MORE FEEDBACK)
Great progress has been made in enhancing the iteration process with the advancements in design
review tools!
We no longer need to struggle opening multiple windows and sifting through numerous old emails
to gather and incorporate client feedback.
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Here are three ways to make design iteration easier:
■ Compare two versions of your design side by side, including all the comments
■ Make sure everyone knows which version is the latest
■ Hop back to previous versions and feedback in seconds
Giving reviewers a more convenient way to review your designs makes the iteration process fun
and effective for everyone.
7. APPROVE (GETTING SIGN-OFF FROM YOUR STAKEHOLDERS - FINALIZE
AND DELIVER THE DESIGN ASSETS)
At the end of the day, for your final design to be implemented, all of your stakeholders must agree
on it. However, getting your design approved in one or two steps is sometimes achievable. Keeping
track of who has approved what and keeping track of which designs you still need to review will
help you create a smooth approval process.
Having obtained final approval from all stakeholders, you are now prepared to deliver the assets
in the required formats. Consolidate and organize them in a manner that facilitates smooth
production and seamless implementation across various digital or print formats, catering to the
specific needs of your recipients.
Your creative brief should articulate what deliverables you should share. For instance, you should
send the asset in the correct file types and sizes so no changes are needed later. Helping your
recipients avoid the hassle of modifying the files or asking for further support can make for a better
experience for everyone involved.
8. USER TESTING (COLLECTING FEEDBACK FROM REAL USERS OR
CUSTOMERS)
User testing is an essential and valuable technique used to assess the usability and effectiveness of
a design from the perspective of the intended users and customers. It involves gathering feedback,
insights, and data directly from individuals who represent the target audience.
The primary goal of user testing is to gain a deep understanding of how users interact with a design,
product, website, or service and to identify any issues or areas for improvement. By involving
users in the testing process, designers and developers can gather valuable insights that help them
make informed decisions and iterate on the design to ensure it meets user expectations and needs.
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FORMAT AND USES OF GRAPHICS
Format of Graphics
• JPEG
JPEG is a standard format for image compression developed by the Joint Photographic Experts
Group (chiefly in the United States). Because of its high-end and highly effective compression
system, its use cuts across several platforms of graphic, web and image processing applications.
JPEG can be used in any colour mode, from the 8-bit grayscale to the 32-bit CYMK (Cyan, Yellow,
Magenta, and Black). The JPEG system can compress an image file from 2 which is low
compression and high quality, to 255 (high compression but low quality) and still have an
appreciable amount of quality that can be used in publishing. The astonishing compression ratio
makes JPEG files a compression of choice for websites. New features in the system allow you to
attach image properties and values and restrict the compression to a specific area of the image.
• PSD
Every designer using the Adobe Photoshop graphic application must be used the PSD file format.
Photoshop is an image editing application that is popular with graphic designers. The PSD file is
the Adobe Photoshop default file saving format. This format is so native to Photoshop that it may
not work successfully or at all in some other applications. PICT files have similar limitations as
they function only perfectly well in Mac Operating System. Before you can use PICT in other
systems, it has to undergo some changes in its properties.
• PDF
The PDF or Portable Document Format is the most popular file compression format. This
popularity may be connected to its flexibility and cross-platform features, which allow you to use
it in nearly all word processing or graphic applications. The PDF system is based on the PostScript
imaging system, which displays with high precision contents that have been compressed. The
PostScript system operates the PostScript language to describe the layout of vector and bitmap
images for display and printing uses.
• MPEG
MPEG, an acronym for Moving Pictures Experts Group, is a standard for compressing both audio
and video data in a way that they can be stored or transmitted. MPEG is the moving version of
JPEG.
Uses of Graphics
Advertising and Entertainment
The use of graphics has revolutionised advertising practice and boosted entertainment. In a time
when the cost of shooting a commercial is skyrocketing, computer graphics have come to the
rescue either by way of graphic texts and design or animation or both. Cartoon films also sell very
well and, in several cases, have box office hits. Besides that, on your mobile phones, graphics
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provide entertainment when the calls are coming in. Most or all of the graphics on the
entertainment devices have been produced from the computer.
Publishing and Multimedia
It is in publishing that computer graphics is most visible. The high visibility has to do with
publishing having a mass audience, which can be as few as hundreds but as large as millions or
billions. The World Wide Web now has billions of people visiting sites that must contain some
graphics to make meaning to them. No website does not contain a graphic, no matter how small it
is. Newspapers that do not have nice graphics will die, while ugly websites will attract fewer
visitors. A newspaper with good content and graphics is not only the delight of an audience but
also the joy of the advertiser and his agent because it provides a good platform for them to sell
their goods and services.
DEVICES OF EDITING AND GRAPHICS OF COMMUNICATION
Graphics do not just occur. They are created. The creation process involves the deployment of
facilities and equipment, without which the job will be Herculean and almost impossible. Can you
imagine an artist wanting to create a graphic page that will be transmitted to thousands of people
without a computer? It means you must create thousands manually, which may take thousands of
hours. But the devices by which you create your graphics and edit them have made things simple.
These devices and more are what this unit is all about.
Associated Terms of a Computer System
Hardware: The term hardware covers all of those parts of a computer that are tangible objects.
Computer hardware includes circuits, displays, power supplies, cables, keyboards, printers and the
mouse.
Software: Is a part of the computer which do not have a material form, such as programs, data,
protocols, etc. There are different kinds of software.
System Software: System software are pre-installed in your system when you purchase them.
They are called low-level software because, unlike application software that the end user or the
purchaser needs in order to perform some specific task (like accounting, graphic design, playing
games etc.), system software operates the hardware in the background and generates the user
interface and allow the operating system to interact with the hardware. System software files
include libraries of functions, system services, drivers for printers and other hardware, system
preferences, and other configuration files. The programs that are part of the system software
include assemblers, compilers, file management tools and system utilities.
Operating System: An Operating System (OS) software also consists of programs and data that
help coordinate the functions of computer hardware. But unlike other system software, you must
install an operating system to enable your use of application software. An operating system
functions in tandem with other system software to ensure the proper function of the hardware. The
computer’s most necessary software mediates between the computer hardware and other software
systems. No computer can function without an operating system. It provides the platform for the
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execution of other programs and application software. Operating systems are found on almost any
device that contains a computer—from cellular phones and video games to computer servers.
Examples of operating systems are Linux, Microsoft Windows and Mac OS.
Computer Graphic Devices
❖ Computer System
The computer system comprises the central processing unit (CPU) or simple “processor” or
“computer” and a visual display unit (VDU), also called “monitor”. The VDU is the screen that
displays all that occurs in the CPU. The monitor comprises the display device, the circuitry and
the box or enclosure. A modern VDU is a thin film transistor crystal display thin panel, while older
monitors use a cathode ray tube which is somewhat similar to the one seen in a television set. The
CPU is that crucial part of a computer system that carries out the instructions of a computer
program, and it is the abode of the computer’s functions.
❖ The Notebook
A notebook, popularly called a laptop, is a personal computer designed for mobile use. A laptop
integrates most of the typical components of a desktop computer, including a display, a keyboard,
a pointing device, speakers and even a printer (in a few cases) into a single unit. A laptop is
powered by mains electricity via an AC adapter and can be used away from an outlet using a
rechargeable battery that is built into it. A laptop battery in new condition typically stores enough
energy to run the laptop for three to five hours, depending on the computer usage, configuration
and power management settings and the manufacturer. When the laptop is plugged into the mains,
the battery charges, whether or not the computer is running, except in a few cases. Laptop
computers are fast becoming the vogue among young people, owing primarily to their mobility.
❖ User interfaces
Graphical User Interfaces (GUIs)
Whichever computer you are using or whatever you are using it for, you need the user interfaces
to be able to use it successfully. A Graphic User Interface (GUI) or “GOO-ee” (Reavy, 2001), as
some people pronounce it, can be described as an interactive mode of operation that comes with
the functioning of many programs. It makes working with and using computer software easier for
people with limited computer skills. It is a visual front to a piece of software that links the user to
the internal workings of a computer or piece of software. Its visual elements can also define the
GUI, simplifying how users interact with the computer.
Pointing Device
The most common component of a GUI is a pointer. This can be described as a graphical image
on a screen that indicates the location of a pointing device and can be used to select and move
objects or commands on the screen. It commonly appears as an angled arrow but can be changed
as preferred.
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Widget
A widget is an element of the GUI that a computer user interacts with and is also known as a
control. They are what programmers use to build GUIs. Examples of widgets are text boxes,
buttons, scrollbars, etc. Scroll bars view the contents by moving them up or down. Buttons are
used to instruct the operating system on tasks.
Icons
An icon is a tiny graphical image, small picture or object representing a file, program, web page
or command. These icons have very many functions depending on what icon it is. They can open
documents, execute commands, and run programs. Also, documents using the same extension or
documents that open with the same programs have the same icons, so they are usually very easy
to recognise.
Window
A window is an area on a computer screen that displays information independent from other
windows or parts of the screen. Windows can easily be manipulated. For example, a window can
be opened or closed. A window can also be minimised. This is when a button at the window's top
right corner, which looks like a hyphen or the minus sign, is clicked. Also, the maximise task can
be performed. There is also the restore task. Windows can be adjusted or put behind another
window.
TEXT AS COMMUNICATION
It is important to know that the main objective of any graphic is to communicate. The reader is
looking at your design, waiting to be informed, educated or entertained or all. Any typical,
informed reader will accord attention if he or she is able to enjoy these three ends. If two are
available, he or she may still pay some attention. But when none of the three ends is available, he
or she is in a hurry to get rid of that publication. Today’s readers are more sophisticated than ever
before. The benefits of information and communication technologies (ICTs) are the varieties of
opportunities and options that the reader can choose from. Therefore, if as a sub, you are not doing
your job well, the readers are out there to teach you some lessons by not buying your publication.
The designer’s choice of typeface must be done properly in order to guarantee adequate legibility.
Legibility is enhanced partly when there is adequate contrast between the typeface and its
background. One of the ways to determine that your texts are legible is, when you keep using a
particular typeface and your reader will keep buying without complaints. It means your audience
is well acceptable and familiar with it. Where there is legibility, there is also readability. Where
there is readability, there is communication. Where there is communication, there is understanding
and appreciation. That appreciation is made manifest in the purchase of your newspaper, functional
visit to your website or response to your design.
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Elements of Type
What is a Type?
A type is a print character with communication value. When types are intelligently set or grouped
together, their communication value becomes more manifest. On its own, a type has little
communication value but that value may not be appreciated until they are joined or set with one
another. For instance, “O”, “M”, “C”, “M”, “I”, “U”, “C” “N” “A” “I” “T” “N” and “O” will
ordinarily have no meaning, other than the fact they are a set of characters. But when they are
intelligently set, you could make something like “COMMUNICATION” out of it.

Every graphic artist and designer must look at each type from communication standpoint point.
Besides the intrinsic meaning which types convey, their appearance also matters very much. Will
this type make a better meaning if I use it big or small? Will it give better impression if I use it
boldly, or ordinarily, or in italic? Take a look at the following illustration and see the difference.
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With the two foregoing illustrations, the longitudinal and the latitudinal communication
standpoints of types are very clear. It is longitudinal if types communicate in a language that one
can understand and it is latitudinal when types make sense as graphics.
What is Typography?
Typography can therefore be defined as the science and art of types. It is science when one
makes meaning out of types based on some rules, and it is art when you apply skill to create
great impressions without flouting these rules. A typographer is someone with the knowledge of
types and the wisdom of translating that knowledge into practice. He can create a type for use by
others.
Font and Typeface
Font
A Font is a set of one or more types, unified\ by common features of appearance, each
comprising a coordinated set of characteristics that make them different from other fonts. A font
usually comprises letters A to Z, the roman numerals, and punctuation marks as well as symbols,
all of the same size.

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