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	<title>Black&#38;White™ &#187; Innovation</title>
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	<description>Explorations in Between</description>
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		<title>The Ghost Protocol &#8211; Digital Identity for Immortals</title>
		<link>http://000fff.org/the-ghost-protocol-digital-identity-for-immortals/</link>
		<comments>http://000fff.org/the-ghost-protocol-digital-identity-for-immortals/#comments</comments>
		<pubDate>Thu, 29 Apr 2010 14:53:55 +0000</pubDate>
		<dc:creator>Thomas Petersen</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Digital Philosophy]]></category>
		<category><![CDATA[Information Theory]]></category>
		<category><![CDATA[Innovation]]></category>
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		<description><![CDATA[I admit that I am not the superstitious type. Superstitions have never resonated with me as my mind simply doesn&#8217;t grasp the idea of something unnatural. It is, therefore, with some reluctance that I use words like &#8216;ghost&#8217; and &#8216;immortals&#8217; here. However, they are useful to explain my thoughts on digital identity for reasons which [...]]]></description>
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		<title>The Power of Digital Ecosystems</title>
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		<pubDate>Tue, 02 Mar 2010 13:24:03 +0000</pubDate>
		<dc:creator>Thomas Petersen</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Digital Philosophy]]></category>
		<category><![CDATA[Information Theory]]></category>
		<category><![CDATA[Innovation]]></category>
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		<category><![CDATA[Digital Ecosystem]]></category>
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		<description><![CDATA[When Sony introduced the PlayStation in 1994, it wasn’t at all obvious that they would be successful. Nintendo and Sega were already in fierce competition and, although their arena was the 16-bit market, they were much more experienced in selling consoles and games. One of the features that was radically different with the PlayStation was [...]]]></description>
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		<title>Getting to the Customer &#8211; Why Everything You Think about User-Centred Design is Wrong</title>
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		<pubDate>Tue, 24 Nov 2009 12:55:59 +0000</pubDate>
		<dc:creator>Thomas Petersen</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[Products&Services]]></category>
		<category><![CDATA[UCD]]></category>

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		<description><![CDATA[Let me ask you a question. If you had an idea for a new hammer and you wanted to test it, which of the following ways do you think would yield you the most valuable feedback? I am guessing most of you would choose #4. After all, getting a feel for the hammer requires the [...]]]></description>
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		<title>A simple model for innovation</title>
		<link>http://000fff.org/a-simple-model-for-innovation/</link>
		<comments>http://000fff.org/a-simple-model-for-innovation/#comments</comments>
		<pubDate>Tue, 17 Nov 2009 12:09:58 +0000</pubDate>
		<dc:creator>Thomas Petersen</dc:creator>
				<category><![CDATA[Innovation]]></category>
		<category><![CDATA[Products&Services]]></category>
		<category><![CDATA[Product Design]]></category>

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		<description><![CDATA[Finding the next big thing is probably one of the biggest challenges in the world of startups. Countless companies, entrepreneurs and VC’s spend a considerable amount of time plus money figuring out where and what to invest in. Yet often the game changers seem to be coming out of nothing and from unexpected areas. Is [...]]]></description>
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