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	<title>Doctor Disruption</title>
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	<link>http://www.doctordisruption.com</link>
	<description>Disruptive ideas from Tapestry Works</description>
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		<title>How to Use Your Imagination</title>
		<link>http://www.doctordisruption.com/creativity/how-to-use-your-imagination/</link>
		<comments>http://www.doctordisruption.com/creativity/how-to-use-your-imagination/#comments</comments>
		<pubDate>Thu, 17 May 2012 16:05:12 +0000</pubDate>
		<dc:creator>Neil Gains</dc:creator>
				<category><![CDATA[creativity]]></category>
		<category><![CDATA[attention]]></category>
		<category><![CDATA[behaviour]]></category>
		<category><![CDATA[biomimicry]]></category>
		<category><![CDATA[brainstorming]]></category>
		<category><![CDATA[context]]></category>
		<category><![CDATA[curiosity]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[emotion]]></category>
		<category><![CDATA[holistic]]></category>
		<category><![CDATA[innovation]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[simplicity]]></category>
		<category><![CDATA[system thinking]]></category>

		<guid isPermaLink="false">http://www.doctordisruption.com/?p=1042</guid>
		<description><![CDATA[Chance favours the prepared mind The approaches that businesses use for brainstorming are widespread (almost universal) and date back to the work of Alex Osborn in the late 1940s. In his new book Imagine, Jonah Lehrer argues that some of the assumptions for these tools are wrong, and that we need to rethink, at least [...]]]></description>
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		<item>
		<title>Principles of Design #42 &#8211; Personas</title>
		<link>http://www.doctordisruption.com/design/principles-of-design-42-personas/</link>
		<comments>http://www.doctordisruption.com/design/principles-of-design-42-personas/#comments</comments>
		<pubDate>Sun, 13 May 2012 00:26:20 +0000</pubDate>
		<dc:creator>Neil Gains</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[consumer truth]]></category>
		<category><![CDATA[customer experience]]></category>
		<category><![CDATA[feedback]]></category>
		<category><![CDATA[insight]]></category>
		<category><![CDATA[memory]]></category>
		<category><![CDATA[nature]]></category>
		<category><![CDATA[persona]]></category>
		<category><![CDATA[semiotics]]></category>
		<category><![CDATA[simplicity]]></category>
		<category><![CDATA[user profile]]></category>

		<guid isPermaLink="false">http://www.doctordisruption.com/?p=1036</guid>
		<description><![CDATA[Designing for fictional characters Personas is a design for helping guide decision making regarding features, interactions and aesthetics by focusing on the needs of specific (but often fictitious) profiles of people. Designs that seek to accommodate everyone rarely satisfy anyone. For example, the percentage of website visitors who actually buy products is very small, yet [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Planning for an Uncertain Future</title>
		<link>http://www.doctordisruption.com/disruption/planning-for-an-uncertain-future/</link>
		<comments>http://www.doctordisruption.com/disruption/planning-for-an-uncertain-future/#comments</comments>
		<pubDate>Sat, 12 May 2012 11:56:38 +0000</pubDate>
		<dc:creator>Neil Gains</dc:creator>
				<category><![CDATA[disruption]]></category>
		<category><![CDATA[business planning]]></category>
		<category><![CDATA[creativity]]></category>
		<category><![CDATA[curiosity]]></category>
		<category><![CDATA[futurism]]></category>
		<category><![CDATA[innovation]]></category>
		<category><![CDATA[insight]]></category>
		<category><![CDATA[scenario planning]]></category>
		<category><![CDATA[simplicity]]></category>
		<category><![CDATA[system thinking]]></category>

		<guid isPermaLink="false">http://www.doctordisruption.com/?p=1024</guid>
		<description><![CDATA[The trouble with the future Many organisations do some form of long term planning, and typically such plans are based on forecasts which extrapolate the present into the future (e.g., by talking a spreadsheet and adding a set percentage to key numbers!). Even when such plans include future &#8216;scenarios&#8217; these typically reflect the best and [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>Principles of Design #41 &#8211; Self-Similarity</title>
		<link>http://www.doctordisruption.com/design/principles-of-design-41-self-similarity/</link>
		<comments>http://www.doctordisruption.com/design/principles-of-design-41-self-similarity/#comments</comments>
		<pubDate>Sun, 11 Mar 2012 11:18:18 +0000</pubDate>
		<dc:creator>Neil Gains</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[biomimicry]]></category>
		<category><![CDATA[customer experience]]></category>
		<category><![CDATA[elegance]]></category>
		<category><![CDATA[evolution]]></category>
		<category><![CDATA[nature]]></category>
		<category><![CDATA[simplicity]]></category>
		<category><![CDATA[sustainability]]></category>
		<category><![CDATA[symmetry]]></category>
		<category><![CDATA[system thinking]]></category>

		<guid isPermaLink="false">http://www.doctordisruption.com/?p=1012</guid>
		<description><![CDATA[Different scale, same pattern Self-similarity is a common property in nature, usually seen as intrinsically aesthetic, by which a form is made up of parts similar to the whole (or to one another). Natural forms are highly likely to to exhibit self-similarity at many levels of scale, in contrast to human made forms which usually [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Principles of Design #40 &#8211; Most Average Facial Appearance Effect</title>
		<link>http://www.doctordisruption.com/design/principles-of-design-40-most-average-facial-appearance-effect/</link>
		<comments>http://www.doctordisruption.com/design/principles-of-design-40-most-average-facial-appearance-effect/#comments</comments>
		<pubDate>Fri, 10 Feb 2012 02:29:44 +0000</pubDate>
		<dc:creator>Neil Gains</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[advertising]]></category>
		<category><![CDATA[behaviour]]></category>
		<category><![CDATA[biomimicry]]></category>
		<category><![CDATA[branding]]></category>
		<category><![CDATA[evolution]]></category>
		<category><![CDATA[gestalt]]></category>
		<category><![CDATA[habit]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[memory]]></category>
		<category><![CDATA[nature]]></category>
		<category><![CDATA[semiotics]]></category>
		<category><![CDATA[simplicity]]></category>
		<category><![CDATA[symmetry]]></category>
		<category><![CDATA[system thinking]]></category>
		<category><![CDATA[unconscious]]></category>

		<guid isPermaLink="false">http://www.doctordisruption.com/?p=1006</guid>
		<description><![CDATA[Average can be good (on average) The Most Average Facial Appearance Effect (MAFA effect for short) is the tendency to prefer faces in which the eyes, nose, lips and other features are close to the average for a &#8216;population&#8217;, and that faces which deviate significantly from that average are considered less attractive. Population generally refers [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Principles of Design #39 &#8211; Fitts&#8217; Law</title>
		<link>http://www.doctordisruption.com/design/principles-of-design-39-fitts-law/</link>
		<comments>http://www.doctordisruption.com/design/principles-of-design-39-fitts-law/#comments</comments>
		<pubDate>Mon, 16 Jan 2012 06:33:03 +0000</pubDate>
		<dc:creator>Neil Gains</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[behaviour]]></category>
		<category><![CDATA[context]]></category>
		<category><![CDATA[feedback]]></category>
		<category><![CDATA[habit]]></category>
		<category><![CDATA[holistic]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[memory]]></category>
		<category><![CDATA[nature]]></category>
		<category><![CDATA[sensory]]></category>
		<category><![CDATA[simplicity]]></category>
		<category><![CDATA[system thinking]]></category>

		<guid isPermaLink="false">http://www.doctordisruption.com/?p=1000</guid>
		<description><![CDATA[Fitts&#8217; Law refers to the relationship between the time needed to move to a target and the target size and distance. The smaller and more distant the target, the longer it takes to move to a resting position over it. The law also states that the faster the movement and the smaller the target, the [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Looking Good and Feeling Great</title>
		<link>http://www.doctordisruption.com/sensory/looking-good-and-feeling-great/</link>
		<comments>http://www.doctordisruption.com/sensory/looking-good-and-feeling-great/#comments</comments>
		<pubDate>Wed, 04 Jan 2012 04:57:07 +0000</pubDate>
		<dc:creator>Neil Gains</dc:creator>
				<category><![CDATA[sensory]]></category>
		<category><![CDATA[attention]]></category>
		<category><![CDATA[behaviour]]></category>
		<category><![CDATA[biomimicry]]></category>
		<category><![CDATA[curiosity]]></category>
		<category><![CDATA[customer experience]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[disruption]]></category>
		<category><![CDATA[emotion]]></category>
		<category><![CDATA[empathy]]></category>
		<category><![CDATA[evolution]]></category>
		<category><![CDATA[innovation]]></category>
		<category><![CDATA[language]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[memory]]></category>
		<category><![CDATA[nature]]></category>
		<category><![CDATA[semiotics]]></category>
		<category><![CDATA[simplicity]]></category>
		<category><![CDATA[symmetry]]></category>
		<category><![CDATA[system thinking]]></category>
		<category><![CDATA[unconscious]]></category>

		<guid isPermaLink="false">http://www.doctordisruption.com/?p=992</guid>
		<description><![CDATA[Making more sense of brand experiences A recent post on Making Sense of Brand Design (link here) shares some great examples of creating sensory signatures to create short term impact and long term brand identity, and recent reading (see references) has revealed more ways in which the senses can be leveraged to create great brand [...]]]></description>
		<wfw:commentRss>http://www.doctordisruption.com/sensory/looking-good-and-feeling-great/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Principles of Design #38 &#8211; Recognition Over Recall</title>
		<link>http://www.doctordisruption.com/design/principles-of-design-38-recognition-over-recall/</link>
		<comments>http://www.doctordisruption.com/design/principles-of-design-38-recognition-over-recall/#comments</comments>
		<pubDate>Sun, 01 Jan 2012 07:12:39 +0000</pubDate>
		<dc:creator>Neil Gains</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[attention]]></category>
		<category><![CDATA[behaviour]]></category>
		<category><![CDATA[biomimicry]]></category>
		<category><![CDATA[context]]></category>
		<category><![CDATA[elegance]]></category>
		<category><![CDATA[feedback]]></category>
		<category><![CDATA[habit]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[memory]]></category>
		<category><![CDATA[nature]]></category>
		<category><![CDATA[semiotics]]></category>
		<category><![CDATA[simplicity]]></category>
		<category><![CDATA[symbol]]></category>
		<category><![CDATA[system thinking]]></category>

		<guid isPermaLink="false">http://www.doctordisruption.com/?p=988</guid>
		<description><![CDATA[Tip of the tongue Our ability to recognise things that we have previously experienced is much better than our ability to recall the same things from memory. Recognition is much easier because recognition provides cues which helps us sort through our vast memory and find the most relevant information. We all find multiple choice questions [...]]]></description>
		<wfw:commentRss>http://www.doctordisruption.com/design/principles-of-design-38-recognition-over-recall/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>7 Marketing Lessons from Neuroscience</title>
		<link>http://www.doctordisruption.com/brain-science/7-marketing-lessons-from-neuroscience/</link>
		<comments>http://www.doctordisruption.com/brain-science/7-marketing-lessons-from-neuroscience/#comments</comments>
		<pubDate>Tue, 27 Dec 2011 10:31:51 +0000</pubDate>
		<dc:creator>Neil Gains</dc:creator>
				<category><![CDATA[brain science]]></category>
		<category><![CDATA[advertising]]></category>
		<category><![CDATA[behaviour]]></category>
		<category><![CDATA[behavioural economics]]></category>
		<category><![CDATA[biomimicry]]></category>
		<category><![CDATA[brain]]></category>
		<category><![CDATA[branding]]></category>
		<category><![CDATA[context]]></category>
		<category><![CDATA[customer experience]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[emotion]]></category>
		<category><![CDATA[empathy]]></category>
		<category><![CDATA[evolution]]></category>
		<category><![CDATA[feedback]]></category>
		<category><![CDATA[gestalt]]></category>
		<category><![CDATA[habit]]></category>
		<category><![CDATA[holistic]]></category>
		<category><![CDATA[language]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[marketing]]></category>
		<category><![CDATA[memory]]></category>
		<category><![CDATA[nature]]></category>
		<category><![CDATA[semiotics]]></category>
		<category><![CDATA[sensory]]></category>
		<category><![CDATA[simplicity]]></category>
		<category><![CDATA[synaesthesia]]></category>
		<category><![CDATA[system thinking]]></category>
		<category><![CDATA[unconscious]]></category>

		<guid isPermaLink="false">http://www.doctordisruption.com/?p=976</guid>
		<description><![CDATA[The brain science of marketing In his recent book Brainfluence, Roger Dooley shares 100 tricks for persuading and convincing consumers based on a wide range of evidence from neuromarketing and many other fields such as psychology and behavioural economics. The examples are well documented and overall this is a much more practical, structured and sound [...]]]></description>
		<wfw:commentRss>http://www.doctordisruption.com/brain-science/7-marketing-lessons-from-neuroscience/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Principles of Design #37 &#8211; Golden Ratio</title>
		<link>http://www.doctordisruption.com/design/principles-of-design-37-golden-ratio/</link>
		<comments>http://www.doctordisruption.com/design/principles-of-design-37-golden-ratio/#comments</comments>
		<pubDate>Mon, 26 Dec 2011 06:05:22 +0000</pubDate>
		<dc:creator>Neil Gains</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[architecture]]></category>
		<category><![CDATA[biomimicry]]></category>
		<category><![CDATA[elegance]]></category>
		<category><![CDATA[evolution]]></category>
		<category><![CDATA[gestalt]]></category>
		<category><![CDATA[holistic]]></category>
		<category><![CDATA[innovation]]></category>
		<category><![CDATA[nature]]></category>
		<category><![CDATA[semiotics]]></category>
		<category><![CDATA[simplicity]]></category>
		<category><![CDATA[symmetry]]></category>
		<category><![CDATA[system thinking]]></category>

		<guid isPermaLink="false">http://www.doctordisruption.com/?p=968</guid>
		<description><![CDATA[The ratio of nature The golden ratio is the ratio between the elements of a form such that the sum of two elements are in the same ratio to the larger one, as are the larger and smaller elements to each other (see the rectangle below). This ratio approximates 1.618 (or 0.618; the two numbers [...]]]></description>
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