Online 5 free mobile devices services
Let's list all the free mobile devices services and then take a look at each one in order:
1. Google Webmaster Tools:
Above, I have listed 5 free online services that I personally use and recommend to you. Their functionality is perfectly sufficient to solve any posed tasks. Let's take a look at each of them in order.
Best service since it was developed by Google. It is good that you can not only see how the site is displayed on the screen but also get all the necessary recommendations to eliminate errors and display it properly. To see all the errors, you need to go to Google Webmaster Tools and select "Ease of viewing on mobile devices" in the "Find Traffic" item. After navigating to the page, you may see utility issues.
Mobile Browsing Feature - Google Webmaster
After seeing the errors, you can proceed to the same test of the site. We pass the test, enter and receive all the recommendations that need to be followed. To see all the recommendations, on the right, click on the button "How to make the page mobile-friendly" in the "Next" point.
2. Now let's move on to the rest of the services:
Which allows you to check the site on mobile devices?
It's all very easy to use, just enter the site address in the line and get all the results of the site on different devices. Let's take a look at the response service for example. Go to and enter the address and click "Go", I enter the Results received.
Scrolling down you can see the site in different resolutions, which is great. All the other services listed above work the same way. I use many services later, but it is not always possible to get the right result on one. When using many, the error percentage goes to zero.
Use the services to check the site on mobile devices
For your health I can only say one thing - optimize sites for mobile, this market is growing very fast, before you look back, your competitors are already using mobile versions and gathering a huge audience.
One of the factors that make mobile interaction such an interesting research and development topic is that it is largely driven by innovation, rapid adoption in the everyday user experience, and huge market potential. It constantly develops advanced technologies, constantly invents new applications for them, and reaches millions of users with successful innovative ideas and applications. In fact, by the end of 2010, for the first time in history, more smartphones than personal computers were sold worldwide, with 100 million units of mobile computing devices shipped to consumers in the last three months.
Reflecting the dynamic and rapidly evolving nature of the industry, the leading manufacturer's position has changed from brand to brand several times in just a decade - from Palm to Nokia and further to Apple - and is likely to change again in the future. Obviously, this state of affairs encourages researchers and designers to continue to innovate and develop new technologies and applications. The main motivating factor in the development of mobile technology was the widespread use of interactive systems and devices for both work and leisure. Mobile phones have long been one of the devices that - at least one copy - is owned by almost every inhabitant of the planet and is widely used not only for work but also for personal purposes. Thanks to the Internet and multimedia-enabled phones - such as the Apple iPhone - smartphones have decisively captured the mass market, which ceases to be a hallmark of the small business elite.
The introduction of mobile technology into our work and privacy has had a major impact on the way we understand and use portable digital devices. They are no longer just battery-powered computers. They have become objects of functional design, the appearance of which as well as the user experience they provide deeply impress us.
1. Introduction
Mobile computing (mobile computing, literally "mobile computing") is a relatively new field of research, with a history of just over three decades. During this time, the application has expanded from a purely technical realm to the study of utility, utility, user experience (UX). This has led to an emerging field of mobile interaction design, which sits at the intersection of other industries - mobile computing, social sciences, human-computer interaction (HCI), industrial design, and user experience design.
Mobile computing plays an important role in the widespread adoption of digital computing resources in modern civilization. With the spread of fixed and embedded computing technology across society, mobile devices such as cell phones and other handheld or wearable digital devices have created a widespread and ever-present computing situation in which we are surrounded by more than just computing devices. Providing the ability to tailor these devices to suit our personal and working lives is a major challenge for technology developers, and "as a result of ubiquitous computing, interaction design will become one of the major humanities of the 21st century" The field of mobile computing is rooted in the successful alignment of the interests of technologists and consumers. Since the beginning of the digital age, there has always been a technological drive to minimize the hardware of computing machines, and since computers have become widespread, there has been a huge interest among consumers in bringing devices with them. As a result of this trend, the history of mobile computers has been linked to a number of commercially available devices. Most were short-lived and had minimal impact on technological progress, but others significantly pushed the boundaries of engineering and interaction design. It is about the latest devices and their importance which will be discussed below.
2. Seven Waves of Mobile Computing:
The history of mobile computing can be divided into several epochs or waves, with each specific technological load leading to trends in the design of interactions and fundamental changes in the design and use of mobile devices. In our opinion, the history of mobile computing to date indicates the presence of 7 particularly important waves. While they are not strictly consistent, they offer a good overview of the legacy on which modern research and development in mobile computing are based.
- Portability
- Miniature
- Connectivity
- Convergence
- Deviation
- Apps
- Digital ecosystems
The emphasis in the era was on reducing the size of portable hardware, which made it possible to build computers that were relatively easy to move physically. The miniature was to create a new and significantly smaller mobile form factor that would allow the use of personal portable devices while running. Connectivity was associated with the development of devices and applications that allow users to stay online and communicate via wireless data networks "on the go." Convergence Pocket was to integrate new types of digital mobile devices such as personal computers (PDA, English Personal Digital Assistant, PDA), mobile phones, music players, cameras, games, etc. into hybrid devices. Adopted the opposite approach to the planning of diversified interactions, promoting information devices with specific rather than general efficiency. The latest wave of applications is the development of significant content for use and consumption on mobile devices, as well as providing easy access to this fun or functional interactive content of the application. Finally, the emerging wave relates to the broader possibilities of the digital ecosystem's pervasive and interconnected technologies, of which interactive mobile systems are increasingly becoming a part.
2.1. Portability
The first wearable computers, the forerunners of today's laptops, were developed in the late 1970s and early 1980s. The inspiration for these projects was the concept of the Dynamic book ("Dynamic Book"), introduced in 1968 by the American computer scientist Alan K. The Dyna book concept was originally intended for personal computing machines for children, but observant entrepreneurs like John Allenby, founder of GRID Systems, quickly realized that the starting point for something innovative would be the "customer with the most money and demands."
The first portable computer in the laptop form factor was the GRID Compass 1101, designed by Bill Migridge in 1981 with design requirements in mind: the device should not account for more than half of the general business portfolio. The Compass has a 16MHz Intel 8086 processor, 256KB DRAM, 6-inch flat screen with 320x240 pixel resolution, 340KB magnetoelectronic memory device, and a modem that provides network connection at 1200bps. The computer weighed 5 kg and ran its own graphical operating system called GRID OS. The device, due to its high cost (about $ 20,000), was sold primarily to US federal government agencies: for example, NASA, which used it in space shuttle missions in the early 1980s, and the Department of Defense. The GRID Compass was designed with stunning forty-three patented innovative features, including a flat panel display and a flip-down screen.
But the first laptop to achieve real commercial success was the 1982 Compact Portable, the first official clone of the IBM PC to run the MS-DOS operating system and standard PC programs. In 1988, Grid Systems also developed the first tablet computer, the GRID 1990spad, which was started and led by Jeff Hawkins, who later developed the first Palm Pilot PDA and founded Palm Computing.
2.2. Miniature
In the early 1990's, the size of computer hardware reached a level that allowed radical new, more compact forms of mobile gadgets to appear and enter the market. These primarily handheld devices are called notebook computers, "handhelds", digital organizers, or "personal digital assistants" (PDAs). PDAs differ from laptops in that they were actually mobile and users could work on them while physically moving in space. These gadgets were not considered a substitute for desktop or laptop computers but were marketed as small and lightweight add-on devices for busy businessmen who spent some of their time away from their desktops and laptops.
The first Apple Newton in the PDA line was produced in 1992. In 1997, the first Palm Pilot was introduced, and in 2000, Compaq released the iPAQ Pocket PC.
While laptops primarily focus on portability and mobile access to documents and applications available on desktops, PDAs place additional emphasis on applications and interaction styles specifically designed for wearable devices and mobile users.
The generation of mobile devices known as "handhelds" represents a variety of interaction design and form factors. PDAs, in particular, offer a combination of a relatively small touchscreen and a separate pen (or stylus) as a means of user interaction. Using the stylus, the user can interact with the content directly on the screen and enter text using the on-screen keyboard or handwriting recognition software. Other innovations in the interaction design include function buttons for accessing predefined applications and functions, navigation keys for task menus, and a one-click connector for desktop sync and battery charging.
While the Psion Series 3 and Series 5 handhelds reproduced their appearance as "miniature laptops", gadgets such as Newton, Palm Pilot, and iPAQ were basically new form factor mobile computers, represented by the use of most of the device's surface as a display. In terms of interaction design, Palm Pilot, in particular, was the result of a thorough and detailed rethinking of a new class of handheld computers: what they should look and feel, what functions and how they should perform. Jeff Hawkins, the creator of PalmPilot, later explained that he carried wooden blocks of various shapes and sizes with him until he found the ideal physical shape for his device.
With the advent of PDAs came new categories of applications designed specifically for mobile devices and users. Each microcomputer had its own operating systems that were optimized for its specific screen sizes and input capabilities, as well as a set of standard applications for calendars, contacts, notes, and email. This was soon followed by a wide range of third-party applications available for purchase or - as a new option - can be downloaded on the Internet. By the late 1990s, developing applications specifically for mobile devices became a recognized field of research and business activity, and in 1998 the first international seminar on human-computer interaction with mobile devices was held in Mobile HCI "98" Glasgow, including mobile. Special focus on designing interactions and user experiences for devices, systems and services.
2.3. Connectivity
The third wave of mobile computing emerges in the world of wireless telecommunications. Already in 1973, a Motorola team led by Martin Cooper developed and patented the concept of the pocket mobile phone, leading to the first commercially available "mobile phone" for the Dynatech 8000X in 1983, which was too small for the user. Keep it with you at all times.
In the 1980s and early 1990s, mobile phones were not generally considered a computing devices. However, with the introduction of the global standard for digital mobile cellular communications (GSM, Global System for Mobile Communications) in 1991, including technologies such as the service of sending and receiving short messages (short message service, SMS), mobile phone Complexity, and efficiency have evolved rapidly. The same can be said for the adoption of mobile technology by large sections of the world's population. This meant that mobile phone designers suddenly faced the huge challenge of designing interactions not only for making phone calls but also for contacts, calendars, texting, and internet browsing. In the late 1990s, Nokia dominated mobile interaction design, leading to a series of groundbreaking handsets.
A major engineering challenge at the time was designing for a low-resolution miniature display with a 12-key numeric keypad and limited data entry capabilities with few function and navigation keys. The Nokia 3110 was one of the first mobile phones to emerging1990s in the 1990s as a direct result of elaborate user interaction design. It introduced a simple graphical menu system and a new-key concept to facilitate user interaction - it was an interaction design that touched the hands of more than 300 million users through subsequent Nokia phones. In 1999, the basic interaction design of the Nokia 3110 was expanded with the T9 predictable text system for SMS messages, pre-installed games, custom ringtones, and editable screen savers - all featured in the hugely successful Nokia 3210.
The widespread use of SMS in the late 1990's led developers to connect the Internet to mobile phones. This led to the development of the Wireless Application Protocol (WAP), which allows simple websites to be viewed on small displays, and laid the foundation for Internet connectivity using mobile devices. The first mobile phone with a WAP browser was Nokia 7110. In response to the need to scroll through long WAP pages, it also had the first navy-roller, which could not only be scrolled but also pressed.
An interesting example of the interaction design, the 7110 also featured a spring-loaded keyboard cover inspired by The Matrix, where the protagonist uses a previous Nokia phone modified by the film's production team to provide similar functionality. "Art mimics life more than life mimics art" - all that remains is to quote the brilliant aphorism of Oscar Wilde (Oscar Wilde). However, WAP did not live up to expectations due to slow data transfer and poor usability, and soon switched to mobile devices with full access to the real World Wide Web. Nevertheless, the development of mobile phones in the 1990s had a fundamental and long-term impact on the future of mobile computing.
2.4. Convergence
One of the most exciting eras of mobile computing began when different types of specialized mobile devices began to merge into new types of hybrid devices that combine fundamentally different form factors and interaction design. The first phase was the emergence of the "smartphone", which combined the functionality of the PDA with the capabilities of the mobile phone. Smartphone design involves the discovery of a wide range of form factors and interoperability designs, leading to a number of innovative solutions. Many of these include designs that allow the owner to use the device depending on the physical appearance of the device.
Other developments, such as the BlackBerry smartphones, introduced the "wide-body mobile phone" form factor, featuring a PDA-sized display and miniature QWERTY keyboard instead of the traditional 12-key numeric keypad. The first smartphone that could be used in addition to making phone calls, calendaring, entering addresses, writing notes, receiving and sending emails and faxes was the 1992 IBM Simon. It had no physical buttons, only a touchscreen controlled by a finger or a stylus. The second phase of conversion combines mobile phones with a variety of multimedia functions such as taking digital photos, playing music, recording and playing videos, and accessing television and radio. While smartphones have won the hearts of professionals for their efficiency in working with business applications, multimedia phones have attracted the attention of the general public through their opportunities for entertainment, recreation, and communication.
The most notable example of the integration of utility and entertainment capabilities of a hybrid device was the invention of the camera phone.
The first mobile phone with a digital camera was the Sharp J-SH04, which has been in production since 2001. On sale, this camera phone was only available in Japan through the mobile internet service i-mode, but soon the rest of the world followed the example of Japanese developers. Two years later, more camera phones were sold than digital cameras, and in 2006, half of the world's mobile phones were equipped with built-in cameras, making Nokia the largest digital camera brand, forcing well-known brands such as Minolta and Conica. Leave the digital photography market. By 2009, there were more than 1.9 billion camera phones, and "mobile photography" was already making a huge social impact on the Internet due to new ways of processing and distributing images. While early camera phones were clearly camera phones, the new interaction design resulted in some converged devices that really blurred the lines between the two digital gadgets. For example, was it difficult to determine whether the Nokia N90 was a phone or a video camera?
Another converged functionality that has become widely available on mobile phones is the ability to listen to digital music. In particular, Sony relaunched its successful 1980s Walkman brand as the Sony Ericsson W600 hybrid device, released in 2005.
The Japanese corporation then took it further, and in 2006 released the W44 multimedia phone, which expanded the video and audio playback function to include the ability to watch and listen to digital TV and radio. Convergence has also led to the creation of hybrid gaming phones - such as the Nokia N-Gauge - in factors such as the handheld gaming console.
The main driving force behind the convergence trend is that the mobile user experience is proportionately linked to the functional reach of interactive mobile devices and systems: "more - it means something more". Comes: A clumsy technique with a wide range of features, none of which is perfect when viewed in isolation.
2.5. Deviation
Unlike convergence, trend variation assumes the same function in multiple gadgets or information device approaches, where each piece of equipment is "dedicated to a specific activity, such as listening to music, taking photos, or writing songs." The driving force behind this line of reasoning is the statement that having a wide range of good specialized tools is better than having a versatile tool that does not perform a task in the best possible way. Dedicated tools make it easy to optimize functionality over time and in conjunction with the refinement of well-known device usage patterns. The basic view of the divergence trend is that the mobile user experience is inversely proportional to the functional reach of interactive mobile devices and systems: "Small means something more."
The 2000s saw the emergence of a wide variety of mobile devices designed to perform a specific task, most notably music players, video players, and game consoles. Of course, functionally specialized portable devices are not entirely new, since, for example, early mobile gadgets such as pocket calculators, cell phones, GPS receivers, digital cameras, PDAs can also be classified as information devices.
However, the most interesting thing about the deviation trend of the early 2000s was that it was a deliberate choice of interaction design, not a technical requirement. Probably the most famous example of a data device was the 2001 Apple iPod. Although not the first portable digital music player, its interaction design, which includes integration with iTunes and later the iTunes Music Store, has revolutionized music usage and shopping behavior around the world.
Although most mobile phones on the market in the mid-2000s were able to play MP3 files, people preferred to have an additional device - the iPod - to play their music, as it provided a better user interface for this particular task. This digital gadget itself has become a popular element of the fashion image. At the end of 2010, the total number of iPods sold exceeded 290 million units. Other mobile devices developed along the lines of deviation include game consoles such as Arcos Gimini (2004), Sony PSP video game consoles, and later iPods with video-enhanced capabilities but the basic design of interaction with the device.
The task of developing interaction with different mobile devices is significantly different from the problems of converged interaction, as the functional scope, in this case, is very narrow. However, by definition, different devices are commonly used with many other interactive devices and systems unfamiliar to the designer, so there is a huge interaction design problem with the need to support tight and flexible integration and "integration in use".
2.6. Requests
In June 2007, Apple released the iPhone smartphone. Like many of his contemporaries, it was a converged mobile device that served as a camera phone, a portable media player, and an Internet client with email, a web browser, and a high-speed wireless LAN connection. However, instead of marking just another milestone in the evolution of converged mobile devices, the iPhone represented a significant rethink on mobile interaction design, offering users a range of best interaction design options.
The smartphone was equipped with a large, high-resolution capacitive touchscreen display that allows easy gesture control - without having to use a physical key or stylus to enter text and interact fully with the device. Moving away from the then impressive navigation through cumbersome deep hierarchical menus, the user interface became more fluid and aesthetic, and the phone itself was extremely easy and pleasant to use. The iPhone also includes a number of built-in reference sensors that change the orientation of the display depending on where you place the device and switch app modes when the phone is brought close to your face during a call. The later integration of GPS and digital compass expanded the capabilities of the "context awareness" feature so that users could access services based on their geographical location.
On the software side, the iPhone's web browser allowed access to Internet content from a mobile device. iPhone owners have rated their user experience on the web as positive, with many quickly describing mobile email interactions via Apple's smartphones as more convenient than similar practices on the desktop. Dedicated apps provide direct access to view YouTube video content and purchase music from the iTunes Store. Collectively, this meant that users began to use their mobile device as a way to go online, not as a last resort.
Due to the advantages described above, by mid-2009, iPhone OS dominated the total mobile web traffic globally. In addition, data and multimedia content can be easily synchronized with other devices and user computers through cloud services like Mobile, which has never been experienced before in mobile interaction design, showing the initial steps of creation. Digital ecosystems A mobile and stationary computer system connected to the Internet.
The iPhone has completely redefined the mobile computing industry and set new standards for interaction design and user experience to match other companies such as Google and HTC still rival the open-source, mobile operating system Android and its associated online app store. Is struggling for. In many ways, the iPhone is a device that mobile interaction designers have dreamed of for over a decade, and its massive global distribution - with more than 120 million iOS devices sold by September 2010 - confirms that interaction designers really lived up to their expectations. What people want with mobile phones if designers can provide them with reasonably good interaction design and user interface. The iPhone's biggest impact, however, was not just on the device's interaction design and the high quality of its own apps. As it turned out, the key value of the iPhone's interaction model was that users had easy access to an unprecedented number of apps for their mobile devices.
In 2008, Apple launched an online app store that provided iPhone users with a way to easily download and pay third-party apps directly from their mobile devices. These apps cover a range of functionality, including social media, productivity tools, personal utilities, games, navigation and movie, and TV show ads.
To create this content, the iPhone Software Development Kit (SDK) was released, offered to third-party developers with a business model in which Apple manages payment and product distribution, leaving Apple app creators with 70% of the revenue. As of 2012, more than 25 billion applications were installed from over 500,000 selectable titles, making this collaboration model extremely beneficial for both Apple and individual third-party developers of high-profile products, which in turn stimulates more productivity. Amount of software.
The incredible scale of this business is evidenced by the fact that third-party mobile software developers have generated total revenue of $ 2 billion in less than three years from the sale of their products through the Apple App Store. Unlike developing mobile apps in Java 2, Micro Edition (J2ME), or Qualcomm's Binary Wireless Runtime (BREW), there is no need to customize the app for a wide range of different phones to write software using the iPhone SDK, which means more time spent at work. Can be. Only one application.
In addition, unlike the generally awesome-looking user interface for installing software for mobile phones - especially those based on the 2ME platform - the iPhone offers not only a distribution network and payment model but also an in-app purchase user experience. Positive in myself Accordingly, before the iPhone, downloading and installing software on a mobile phone or PDA was an operation that could only be performed by those who believed in digital technology, and today it is a common practice for millions of users, regardless of their age. And regardless of computer experience.
An interesting effect of the iPhone approach on mobile interaction design is that the process of updating the hardware of devices has unexpectedly given importance to improving the software available for that hardware. This is evidenced by the speed and scale of software development and upgrades compared to the equivalent effort in hardware, which is a significant change in the development of mobile experiences. This phenomenon indicates that, in terms of physical form factors and basic data input and output capabilities, a certain level of stability has been achieved, which allows developers to focus. Application and content.
Apple's success with the iPhone led to its third landmark mobile computing effort, the iPad, which launched in April 2010. Initial media reactions were mixed, but the scale of commercial distribution of the new product was unprecedented, and the iPad sold more than 2 million copies in the first two months after the release date, reaching the 15 million mark by the end of the year. . While Microsoft reproduced the "desktop" operating system Windows-95, which apparently designed a model of interaction with Pocket computers and tablets for a long time, Apple did not take a radical contrast with the iPad and made it based on the iPhone OS, and Mac OSX. , Intended for desktops. For many UX professionals, this was a surprise move, but it led to the re-interpretation and subsequent reinterpretation of the previously problematic series of "tablet computers" in the groundbreaking class. Mobile devices are nothing more than "laptops without keyboards".
While the iPad has been criticized for being discontinued, its strength lies in the user experience created by the careful interaction design, which has drawn an ever-growing community of interaction designers and app developers who previously focused solely on the phone to explore the tablet form factor. . Until then, no one was interested in creating software content for such devices - both native and downloadable from the Internet - but thanks to the iPad, the tablet suddenly became one of the most interesting and promising mobile platforms on earth, and by March 2011 there. There are over 65,000 apps available for this Apple product.
2.7. Digital ecosystems
As the second decade of the new millennium approaches, the challenges of mobile computing and interoperability are evolving. The technological capabilities of our mobile devices have improved dramatically to such an extent that factors such as screen size, input capabilities, processing power, network speed, and battery life are far less significant sources of user problems than just five years ago. At the same time, UX / UI designers have become adept at designing interaction models and GUI designs for relatively small screens and various mobile input capabilities so that millions of ordinary people can actually download and use the apps they are developing. . Pay for some of it. So, most of the problems that researchers and developers of mobile interactions faced in the past have now been successfully solved.
However, as the history of all computer applications shows, it is unlikely that we have reached the end of development. As in the past, the technology and interaction design we see today is the starting point for the continuous evolution of tomorrow's technology and interaction design. But then what will be the challenges and opportunities for developing mobile interactions? What will be the next wave of mobile computing?
With the widespread use of "post-desktop devices" and the relentless interest of the general population in smartphones and tablets, it is not unreasonable to assume that personal computers are no longer the main computing platform globally. Mobile devices are playing an increasingly important role and are becoming more widespread. They will soon become the dominant hotspot for the Internet and, with the rise of cloud services, will become the dominant computing power of mankind. Importantly, we are only seeing the development of more smart smartphones with improved capabilities that allow them to mimic "miniature desktop PCs". Before us is the radical evolution of a huge computing platform for new applications, allowing us to do what was previously impossible. It could be a true paradigm shift in the design of mobile computing and mobile interactions.
Given current trends, it looks like mobile computing and interaction will be about creating the next wave of design. Digital ecosystems in which mobile devices will play a central role in interacting with other ubiquitous computing resources. This forces us to abandon the idea of interactive mobile devices, systems, and services as objects that can be effectively designed and studied in isolation from the broader context of use or the artificially created environment of which they are apart. Yes, various forms of mobile computers play a vital role in most people's daily lives, but these are not the only technologies and artifacts we use at home, at work, or in the space between these two. Most people use multiple mobile devices for a variety of purposes, but they also use many fixed or embedded computer systems at work, at home, in their car, or in the urban space around them. Taken together, this creates a rich digital ecosystem of interactive devices, systems, and services, often referred to as a ubiquitous or comprehensive computing platform, in which mobile computers are central but not the only component.
The challenge of designing mobile interactions in such a ubiquitous and comprehensive information society is to facilitate the creation of interactive devices, systems, and services that fit well into this artificial environment by incorporating other gadgets, services, systems, and new rich models. These technologies and the work and leisure applications are created by their users. Like any other type of ecosystem, understanding, building, and maintaining a digital ecosystem requires an integrated perspective on the integrity and sustainability of the system rather than considering each of its individual components in detail. The digital ecology wave in the evolutionary movement of mobile computing will build on the advances of previous eras in hardware miniaturization, connectivity, new form factors, input devices, interaction styles, applications, convergence, diversions, and content. Includes a broad context of use. And increase sensitivity to relevant factors affecting the user experience.
We are talking about the creation of interactive devices, systems, and services that cater to the largest and most diverse aspects of human life, and at the same time, they not only provide convenience and ease of use but also enjoy their use and Most naturally. Adapting to the ever-changing conditions and circumstances of the complex and dynamic life of the modern person.
No more today. Next day we will publish more information about this post.
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