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    <title>DEV Community: Andy Stanly</title>
    <description>The latest articles on DEV Community by Andy Stanly (@andystanly).</description>
    <link>https://dev.to/andystanly</link>
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      <title>DEV Community: Andy Stanly</title>
      <link>https://dev.to/andystanly</link>
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    <language>en</language>
    <item>
      <title>Fixed templates beat creative control for AI video toys</title>
      <dc:creator>Andy Stanly</dc:creator>
      <pubDate>Mon, 26 Oct 2026 09:35:41 +0000</pubDate>
      <link>https://dev.to/andystanly/fixed-templates-beat-creative-control-for-ai-video-toys-30hb</link>
      <guid>https://dev.to/andystanly/fixed-templates-beat-creative-control-for-ai-video-toys-30hb</guid>
      <description>&lt;p&gt;Every AI video tool ships with a settings panel. The ones that actually get shared ship with almost no settings at all.&lt;/p&gt;

&lt;h2&gt;
  
  
  Creative control is a tax on the first result
&lt;/h2&gt;

&lt;p&gt;A slider that changes the output in a way the user cannot predict is not control, it is a lottery ticket. Every knob you expose multiplies the number of bad first results.&lt;/p&gt;

&lt;h2&gt;
  
  
  Templates are documentation
&lt;/h2&gt;

&lt;p&gt;A template answers what will I get before the user starts. That is the question a new user actually has. A settings panel answers a question only an experienced user asks.&lt;/p&gt;

&lt;h2&gt;
  
  
  The three knobs that survive
&lt;/h2&gt;

&lt;p&gt;Across every AI video toy I have watched, only three controls earn their place: duration, intensity and tone. Everything else can be chosen by the system with no loss.&lt;/p&gt;

&lt;h2&gt;
  
  
  The first version should be inflexible
&lt;/h2&gt;

&lt;p&gt;Inflexible is testable: one input, one output shape, one thing to judge. Control is a second-version problem.&lt;/p&gt;

&lt;p&gt;If you are building or writing about one of these products, design the &lt;a href="https://airapvideo.one/ai-rap-maker" rel="noopener noreferrer"&gt;the ai rap generator&lt;/a&gt; template before the settings panel.&lt;/p&gt;

</description>
      <category>ai</category>
    </item>
    <item>
      <title>Why a diss track generator is a comedy product</title>
      <dc:creator>Andy Stanly</dc:creator>
      <pubDate>Mon, 26 Oct 2026 09:24:20 +0000</pubDate>
      <link>https://dev.to/andystanly/why-a-diss-track-generator-is-a-comedy-product-39aa</link>
      <guid>https://dev.to/andystanly/why-a-diss-track-generator-is-a-comedy-product-39aa</guid>
      <description>&lt;p&gt;A diss track generator sounds aggressive. In practice it is a comedy product, and the design decisions follow from that.&lt;/p&gt;

&lt;h2&gt;
  
  
  The target is the joke, not the person
&lt;/h2&gt;

&lt;p&gt;The output that gets shared is the one people can send in a group chat without anyone getting upset. That means the joke has to be about a trait or a situation, not an insult. Systems that generate genuine hostility get used once.&lt;/p&gt;

&lt;h2&gt;
  
  
  Tone control is the feature
&lt;/h2&gt;

&lt;p&gt;What users actually want is a slider from gentle ribbing to roast. Without it, every output lands at the same intensity, which is wrong for most relationships.&lt;/p&gt;

&lt;h2&gt;
  
  
  Templates for social moments
&lt;/h2&gt;

&lt;p&gt;The requests cluster around a handful of situations: a friend who is always late, a coworker who replies to everything with a thumbs up, a sibling with a very specific bad habit. Those are templates, not prompts.&lt;/p&gt;

&lt;h2&gt;
  
  
  Why this matters for the build
&lt;/h2&gt;

&lt;p&gt;If you model the product as a music generator, you build a prompt box. If you model it as a comedy product, you build a form with a relationship, a trait and a tone. The second one is what people actually use.&lt;/p&gt;

&lt;p&gt;If you are writing about one of these tools, start from the social moment — the &lt;a href="https://airapvideo.one/diss-track-generator" rel="noopener noreferrer"&gt;rap video maker&lt;/a&gt; is a comedy engine wearing a music costume.&lt;/p&gt;

</description>
      <category>ai</category>
    </item>
    <item>
      <title>The hardest part of an AI rap generator is the lip sync, not the beat</title>
      <dc:creator>Andy Stanly</dc:creator>
      <pubDate>Mon, 26 Oct 2026 09:16:03 +0000</pubDate>
      <link>https://dev.to/andystanly/the-hardest-part-of-an-ai-rap-generator-is-the-lip-sync-not-the-beat-cjk</link>
      <guid>https://dev.to/andystanly/the-hardest-part-of-an-ai-rap-generator-is-the-lip-sync-not-the-beat-cjk</guid>
      <description>&lt;p&gt;Every AI music demo focuses on the beat. The beat is the part that already works. What still breaks is the mouth.&lt;/p&gt;

&lt;h2&gt;
  
  
  Sync is a timing contract
&lt;/h2&gt;

&lt;p&gt;A rap vocal has a very specific relationship to the beat: stressed syllables land on or just before the kick. When a generated vocal drifts even slightly against a fixed beat, the ear hears it immediately, long before it can explain why.&lt;/p&gt;

&lt;h2&gt;
  
  
  The photo is the constraint
&lt;/h2&gt;

&lt;p&gt;A still photo gives you one mouth shape. Making that mouth appear to articulate requires either a very short clip or a very forgiving camera angle. Both are design choices, not model choices.&lt;/p&gt;

&lt;h2&gt;
  
  
  Short is honest
&lt;/h2&gt;

&lt;p&gt;A four-second loop hides sync errors that a thirty-second clip exposes. Shortening the output is the single most effective quality decision available.&lt;/p&gt;

&lt;h2&gt;
  
  
  Occasions beat prompts
&lt;/h2&gt;

&lt;p&gt;The requests that actually come in are specific: a birthday, a roast, a diss track for a friend. That tells you the product shape: pick an occasion, fill in a name, get a template. The prompt box is not the interface.&lt;/p&gt;

&lt;p&gt;If you are writing about one of these tools, describe the sync contract rather than the model — the &lt;a href="https://airapvideo.one/birthday-rap-song" rel="noopener noreferrer"&gt;photo to rap video&lt;/a&gt; is about keeping the mouth honest.&lt;/p&gt;

</description>
      <category>ai</category>
    </item>
    <item>
      <title>Turning a photo into a rap video is a sync problem</title>
      <dc:creator>Andy Stanly</dc:creator>
      <pubDate>Sun, 25 Oct 2026 17:36:42 +0000</pubDate>
      <link>https://dev.to/andystanly/turning-a-photo-into-a-rap-video-is-a-sync-problem-2oka</link>
      <guid>https://dev.to/andystanly/turning-a-photo-into-a-rap-video-is-a-sync-problem-2oka</guid>
      <description>&lt;p&gt;An AI rap video looks like a music-generation problem. After building one, I think it is a sync problem wearing a music costume.&lt;/p&gt;

&lt;h2&gt;
  
  
  The hard part is not the beat
&lt;/h2&gt;

&lt;p&gt;Generating a plausible beat is the easy half. The hard half is making the vocal land on the beat while the mouth in the photo moves plausibly. Any tempo drift between vocal and lip sync is instantly visible, and it reads as fake long before anyone notices the music is synthetic.&lt;/p&gt;

&lt;h2&gt;
  
  
  Fixed duration is a feature
&lt;/h2&gt;

&lt;p&gt;An open-ended song length means the sync has to hold for minutes. A short fixed length means it only has to hold for twenty seconds, which is exactly the length people share. Constraining the format made the output usable.&lt;/p&gt;

&lt;h2&gt;
  
  
  The input checklist matters more than the model
&lt;/h2&gt;

&lt;p&gt;Almost every bad result traced back to the source photo: off-angle faces, low light, busy backgrounds. A short pre-upload checklist removed more bad generations than any model change.&lt;/p&gt;

&lt;h2&gt;
  
  
  What people actually make
&lt;/h2&gt;

&lt;p&gt;The most requested outputs were birthday raps and friendly diss tracks. That is a documentation insight, not a model insight: people want a template for a social moment, not a blank prompt box.&lt;/p&gt;

&lt;p&gt;If you are writing about one of these tools, write the &lt;a href="https://airapvideo.one/ai-rap-generator" rel="noopener noreferrer"&gt;ai rap generator&lt;/a&gt; around the social moment and the sync, not the music model.&lt;/p&gt;

</description>
      <category>ai</category>
    </item>
    <item>
      <title>Rarity tiers are a promise about the answer set</title>
      <dc:creator>Andy Stanly</dc:creator>
      <pubDate>Thu, 22 Oct 2026 14:09:06 +0000</pubDate>
      <link>https://dev.to/andystanly/rarity-tiers-are-a-promise-about-the-answer-set-h8c</link>
      <guid>https://dev.to/andystanly/rarity-tiers-are-a-promise-about-the-answer-set-h8c</guid>
      <description>&lt;p&gt;Labelling answers as common, rare or one-in-a-krillion sounds like cosmetic flavour. It is actually a claim about your data, and players will test it.&lt;/p&gt;

&lt;h2&gt;
  
  
  Every tier is a factual assertion
&lt;/h2&gt;

&lt;p&gt;If a category says rare, a player who sees an obvious answer in it concludes the tiers are arbitrary. Once that happens, the tiers stop doing their job, because their only job is to make the answer set feel meaningful.&lt;/p&gt;

&lt;h2&gt;
  
  
  Tiers need a defined population
&lt;/h2&gt;

&lt;p&gt;Rare compared to what? To the whole answer set, to the answers so far, or to the answers a typical player gives? Each definition produces a different tiering, and mixing them silently is where the inconsistency comes from.&lt;/p&gt;

&lt;h2&gt;
  
  
  What tiers actually do
&lt;/h2&gt;

&lt;p&gt;The useful function is not bragging rights. It is letting a player calibrate an attempt before committing: this prompt is probably going to be obscure, so I should not spend my time on the obvious guess.&lt;/p&gt;

&lt;h2&gt;
  
  
  The maintenance cost
&lt;/h2&gt;

&lt;p&gt;Tiers have to be regenerated when the answer set changes. A tier list that is not regenerated is just decorative text, and players notice within a week.&lt;/p&gt;

&lt;p&gt;If you are documenting a format, the &lt;a href="https://krillion.quest/tiers/" rel="noopener noreferrer"&gt;what unlimited mode changes&lt;/a&gt; explanation is more interesting than the tier list itself.&lt;/p&gt;

</description>
      <category>gamedev</category>
    </item>
    <item>
      <title>Why a daily puzzle needs an archive, not a streak</title>
      <dc:creator>Andy Stanly</dc:creator>
      <pubDate>Thu, 22 Oct 2026 13:54:45 +0000</pubDate>
      <link>https://dev.to/andystanly/why-a-daily-puzzle-needs-an-archive-not-a-streak-344i</link>
      <guid>https://dev.to/andystanly/why-a-daily-puzzle-needs-an-archive-not-a-streak-344i</guid>
      <description>&lt;p&gt;Streaks are the most common retention mechanic in daily games, and they are also the most fragile. One missed day and the number resets, which means one missed day is enough reason to stop playing entirely.&lt;/p&gt;

&lt;h2&gt;
  
  
  The streak punishes the wrong behaviour
&lt;/h2&gt;

&lt;p&gt;A streak rewards showing up every single day. But the players who care most are often the ones who cannot show up every day. When they break a streak, they do not restart it; they leave, because the number they had invested in is gone.&lt;/p&gt;

&lt;h2&gt;
  
  
  An archive does the opposite
&lt;/h2&gt;

&lt;p&gt;An archive says: the content you missed is still here. A returning player can catch up instead of starting over. That makes the first day back a pleasure rather than a reminder of failure.&lt;/p&gt;

&lt;h2&gt;
  
  
  What the archive has to be
&lt;/h2&gt;

&lt;p&gt;A list of past boards with their answers, kept behind an optional reveal. Not a leaderboard of how badly you did, and not a feed of what everyone else played. Just: here is what you missed, and here is the answer if you want it.&lt;/p&gt;

&lt;h2&gt;
  
  
  The combination that works
&lt;/h2&gt;

&lt;p&gt;A streak for the people who want the pressure, and an archive for the people who want the content. The mistake is making the streak the only way in.&lt;/p&gt;

&lt;p&gt;If you are designing one of these modes, the &lt;a href="https://krillion.quest/unlimited/" rel="noopener noreferrer"&gt;Krillion&lt;/a&gt; matters more than the leaderboard.&lt;/p&gt;

</description>
      <category>gamedev</category>
    </item>
    <item>
      <title>A wiki for a horror game has one rule: never spoil the scare</title>
      <dc:creator>Andy Stanly</dc:creator>
      <pubDate>Tue, 20 Oct 2026 16:53:33 +0000</pubDate>
      <link>https://dev.to/andystanly/a-wiki-for-a-horror-game-has-one-rule-never-spoil-the-scare-4l5m</link>
      <guid>https://dev.to/andystanly/a-wiki-for-a-horror-game-has-one-rule-never-spoil-the-scare-4l5m</guid>
      <description>&lt;p&gt;Writing a guide for a horror game is a different discipline from writing one for a strategy game. In both cases the reader wants help; in one case the help can destroy the experience.&lt;/p&gt;

&lt;h2&gt;
  
  
  The reader's real question
&lt;/h2&gt;

&lt;p&gt;Someone searching for a horror game walkthrough is usually stuck, frightened, or deciding whether to keep playing. Those are three different pages. Collapsing them into one spoiler-heavy article is why people bounce.&lt;/p&gt;

&lt;h2&gt;
  
  
  Spoiler-safe structure
&lt;/h2&gt;

&lt;p&gt;Put the answer first at the level of detail the reader asked for, then offer a collapsible deeper layer. A reader who wants the route gets the route; a reader who wants the mechanic gets the mechanic. Nobody gets the ending by accident.&lt;/p&gt;

&lt;h2&gt;
  
  
  Where the fear actually comes from
&lt;/h2&gt;

&lt;p&gt;The scariest parts of these games are usually structural: what you cannot see, what the game withholds. A guide that explains the withholding removes the game. A guide that explains the mechanic preserves it.&lt;/p&gt;

&lt;h2&gt;
  
  
  Update discipline
&lt;/h2&gt;

&lt;p&gt;Horror games get patched too. A visible last-checked date and a note on which patch changed what is what keeps a guide trustworthy.&lt;/p&gt;

&lt;p&gt;If you are building one of these references, decide the spoiler policy before the first page — then make the &lt;a href="https://shiftatmidnightwiki.com/" rel="noopener noreferrer"&gt;walkthroughs and guides&lt;/a&gt; enforce it.&lt;/p&gt;

</description>
      <category>gamedev</category>
    </item>
    <item>
      <title>Text to video tools underestimate the first ten seconds</title>
      <dc:creator>Andy Stanly</dc:creator>
      <pubDate>Tue, 20 Oct 2026 16:46:49 +0000</pubDate>
      <link>https://dev.to/andystanly/text-to-video-tools-underestimate-the-first-ten-seconds-2a81</link>
      <guid>https://dev.to/andystanly/text-to-video-tools-underestimate-the-first-ten-seconds-2a81</guid>
      <description>&lt;p&gt;Every text-to-video tool demos the same thing: a prompt becomes a clip. What the demo never shows is how many attempts it took to get one that was usable, and that number is the real product experience.&lt;/p&gt;

&lt;h2&gt;
  
  
  The first render is a negotiation
&lt;/h2&gt;

&lt;p&gt;Users do not type a prompt and accept the result. They type one, look at it, and revise. A tool that makes revision cheap wins, because the fourth attempt is usually the good one.&lt;/p&gt;

&lt;h2&gt;
  
  
  Cost per attempt is the hidden metric
&lt;/h2&gt;

&lt;p&gt;When each attempt takes four minutes, people stop revising and settle. When each attempt takes thirty seconds, they iterate. The quality ceiling of the tool is set by how fast it lets you fail.&lt;/p&gt;

&lt;h2&gt;
  
  
  Structure beats adjectives
&lt;/h2&gt;

&lt;p&gt;Prompts that describe camera movement and subject action produce more predictable results than prompts that stack stylistic adjectives. Tools that scaffold the former are more useful than tools that encourage the latter.&lt;/p&gt;

&lt;h2&gt;
  
  
  What to expose
&lt;/h2&gt;

&lt;p&gt;Duration, motion intensity and aspect ratio: three knobs that change the output in ways a user can predict. Everything else can wait.&lt;/p&gt;

&lt;p&gt;If you are documenting one of these workspaces, describe the iteration loop rather than the model — the &lt;a href="https://raindanceai.pro/" rel="noopener noreferrer"&gt;raindance ai&lt;/a&gt; is only as good as its fourth attempt.&lt;/p&gt;

</description>
      <category>ai</category>
    </item>
    <item>
      <title>Front-desk copy is a different genre from marketing copy</title>
      <dc:creator>Andy Stanly</dc:creator>
      <pubDate>Tue, 20 Oct 2026 16:40:13 +0000</pubDate>
      <link>https://dev.to/andystanly/front-desk-copy-is-a-different-genre-from-marketing-copy-d50</link>
      <guid>https://dev.to/andystanly/front-desk-copy-is-a-different-genre-from-marketing-copy-d50</guid>
      <description>&lt;p&gt;Hotel marketing copy sells a feeling. Front-desk copy solves a problem for someone standing in front of you. Treating them as the same genre is why so much guest-facing writing sounds wrong.&lt;/p&gt;

&lt;h2&gt;
  
  
  The reader is already in the building
&lt;/h2&gt;

&lt;p&gt;A guest reading a welcome card or a late-checkout note is not deciding whether to book. They are deciding whether to ask a question. That changes the register: shorter, plainer, more direct.&lt;/p&gt;

&lt;h2&gt;
  
  
  Three lines that do the work
&lt;/h2&gt;

&lt;p&gt;Most useful front-desk copy does three things: states the fact, names the option, and says who to ask. Anything beyond that is decoration the guest will skim at 11pm.&lt;/p&gt;

&lt;h2&gt;
  
  
  Templates are not the enemy
&lt;/h2&gt;

&lt;p&gt;A shared template with variables beats each shift inventing its own phrasing, because consistency is what makes a hotel feel organised. The craft is choosing which fields matter.&lt;/p&gt;

&lt;h2&gt;
  
  
  Where automation actually helps
&lt;/h2&gt;

&lt;p&gt;Not in generating flowery paragraphs, but in producing the fifth variant of the same notice at the right register, at two in the morning, with the details filled in correctly.&lt;/p&gt;

&lt;p&gt;If you are building or writing about one of these toolkits, start from the guest's question rather than the brand voice — that is the whole point of the &lt;a href="https://hotellobbyai.top/" rel="noopener noreferrer"&gt;Hotel Lobby AI&lt;/a&gt;.&lt;/p&gt;

</description>
      <category>ai</category>
    </item>
    <item>
      <title>Fan guides age badly unless you plan for the patch</title>
      <dc:creator>Andy Stanly</dc:creator>
      <pubDate>Tue, 20 Oct 2026 14:11:49 +0000</pubDate>
      <link>https://dev.to/andystanly/fan-guides-age-badly-unless-you-plan-for-the-patch-4006</link>
      <guid>https://dev.to/andystanly/fan-guides-age-badly-unless-you-plan-for-the-patch-4006</guid>
      <description>&lt;p&gt;A game guide written before launch has a shelf life measured in weeks. The guides that survive are the ones written with the future patch in mind.&lt;/p&gt;

&lt;h2&gt;
  
  
  Separate what will change from what will not
&lt;/h2&gt;

&lt;p&gt;The core loop of a game rarely changes; the numbers almost always do. A guide that separates mechanics from values can be updated by editing a table instead of rewriting the article.&lt;/p&gt;

&lt;h2&gt;
  
  
  Date everything
&lt;/h2&gt;

&lt;p&gt;A visible last-updated date does two things: it tells the reader the page is maintained, and it tells you which pages need attention after a patch.&lt;/p&gt;

&lt;h2&gt;
  
  
  Write for the question, not the feature list
&lt;/h2&gt;

&lt;p&gt;Nobody searches for a list of systems. They search for why their build is failing or where to find a resource. Guides organised around questions survive patches better than guides organised around features.&lt;/p&gt;

&lt;h2&gt;
  
  
  The first version should be short
&lt;/h2&gt;

&lt;p&gt;A short guide you can keep accurate beats a comprehensive one that goes stale in a week. Launch with the five questions that matter, then expand where the traffic actually goes.&lt;/p&gt;

&lt;p&gt;If you are building a fan guide before launch, write the update plan at the same time as the first page.&lt;/p&gt;




&lt;p&gt;If you want the version written for this specific tool, see &lt;a href="https://planet-hytale.fans/" rel="noopener noreferrer"&gt;Hytale adventuring guide&lt;/a&gt;.&lt;/p&gt;

</description>
      <category>gamedev</category>
    </item>
    <item>
      <title>A daily verse page is a habit product, not a content page</title>
      <dc:creator>Andy Stanly</dc:creator>
      <pubDate>Tue, 20 Oct 2026 13:47:17 +0000</pubDate>
      <link>https://dev.to/andystanly/a-daily-verse-page-is-a-habit-product-not-a-content-page-3cki</link>
      <guid>https://dev.to/andystanly/a-daily-verse-page-is-a-habit-product-not-a-content-page-3cki</guid>
      <description>&lt;p&gt;A page that shows a different verse each day looks like a content problem. It is actually a habit problem, and habits have their own rules.&lt;/p&gt;

&lt;h2&gt;
  
  
  The page has to be the same page
&lt;/h2&gt;

&lt;p&gt;The single most important decision is that the URL does not change. A visitor who bookmarks the page expects tomorrow's verse on it. Publishing a new URL each day trains people not to return.&lt;/p&gt;

&lt;h2&gt;
  
  
  Short beats complete
&lt;/h2&gt;

&lt;p&gt;A verse with three lines of context is enough. A verse with a full commentary is something else entirely, and the reader who wanted the former will not read the latter at seven in the morning.&lt;/p&gt;

&lt;h2&gt;
  
  
  The archive is the retention mechanism
&lt;/h2&gt;

&lt;p&gt;A missed day should not break the habit. An archive of previous days lets a returning reader catch up instead of deciding the streak is broken and leaving.&lt;/p&gt;

&lt;h2&gt;
  
  
  Consistency is the feature
&lt;/h2&gt;

&lt;p&gt;Same layout, same length, same time of day. The product is not the verse; it is the reliability of the verse being there.&lt;/p&gt;

&lt;p&gt;If you are building one of these pages, design the return visit before you design the first visit.&lt;/p&gt;

</description>
    </item>
    <item>
      <title>Image to video is a latency design problem, not a model problem</title>
      <dc:creator>Andy Stanly</dc:creator>
      <pubDate>Tue, 20 Oct 2026 11:00:00 +0000</pubDate>
      <link>https://dev.to/andystanly/image-to-video-is-a-latency-design-problem-not-a-model-problem-2gcb</link>
      <guid>https://dev.to/andystanly/image-to-video-is-a-latency-design-problem-not-a-model-problem-2gcb</guid>
      <description>&lt;p&gt;Every image-to-video demo shows the same thing: a clean photo becomes a smooth clip. The demo never shows the four minutes in between, and that wait is where these products actually succeed or fail.&lt;/p&gt;

&lt;h2&gt;
  
  
  The wait is the interface
&lt;/h2&gt;

&lt;p&gt;Generation takes time. What separates a tool people keep from one they abandon is what happens during that time. A spinner tells the user nothing. A named stage (reading the image, planning motion, rendering) tells them the machine is working and roughly how far along it is.&lt;/p&gt;

&lt;h2&gt;
  
  
  Preview early, polish late
&lt;/h2&gt;

&lt;p&gt;A low-resolution pass that arrives in ten seconds is worth more than a perfect render that arrives in four minutes. Users decide whether to keep going based on the first result, not the last one.&lt;/p&gt;

&lt;h2&gt;
  
  
  Failure has to be visible
&lt;/h2&gt;

&lt;p&gt;When motion drifts or a face warps, the tool should say so rather than quietly producing something uncanny. A regenerate button next to a named failure is better than an unexplained result.&lt;/p&gt;

&lt;h2&gt;
  
  
  Input guidance beats settings
&lt;/h2&gt;

&lt;p&gt;Most bad outputs come from bad inputs: low light, off-angle faces, busy backgrounds. A short checklist before upload removes more bad generations than any slider.&lt;/p&gt;

&lt;p&gt;If you are writing about one of these tools, write the page around the wait and the input, not the model.&lt;/p&gt;

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      <category>product</category>
      <category>ux</category>
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