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        <vevent>
            <method>PUBLISH</method>
            <uid>SD9WAM@@program.foss-backstage.de</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-SD9WAM</pentabarf:event-slug>
            <pentabarf:title>Increasing the human element in open source software</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20240306T100500</dtstart>
            <dtend>20240306T103500</dtend>
            <duration>0.03000</duration>
            <summary>Increasing the human element in open source software</summary>
            <description>In this talk, I share my experience about building open source software while maintaining a good balance of community input. This talk introduces best practices in human research practices that transcends the academic context into the technology and software context. I introduce a full suite context of research requirements in the software product development cycle. I discuss the benefits of engaging different audiences at various stages of development based on requirement variability to the stage of product proprietary. Research as a general process of knowledge production and inquiry includes scientific research, investigative journalism, data journalism, OSINT, investigation by non-profit entities, community etc. I discuss the ways in which software engineers or developers, designers, community managers and product managers can adopt and incorporate research practices in human factors testing, in the absence of a dedicated researcher on their team. Finally, I end with the importance of the human element in making inferences and judgments in product development decisions and ways in which the tradition of scientific research can inform the future of an increasingly ubiquitous digital world.</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Keynote</category>
            <url>https://program.foss-backstage.de/ux24/talk/SD9WAM/</url>
            <location>Main Hall</location>
            
            <attendee>Aparna Sundar</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>R9YTQJ@@program.foss-backstage.de</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-R9YTQJ</pentabarf:event-slug>
            <pentabarf:title>A user-centric (r)evolution</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20240306T104000</dtstart>
            <dtend>20240306T110000</dtend>
            <duration>0.02000</duration>
            <summary>A user-centric (r)evolution</summary>
            <description>In the world of open-source software development, the rush to write code often steals the show, leaving user experience sidelined. We might end up overlooking users and skipping vital usability tests in our need for speed, which could explain why adoption rates struggle. At Percona, we encountered firsthand the repercussions of neglecting user-centric design principles in our product development journey.

Our exploration began with the integration of a new product into an existing framework where UX was an afterthought. This integration exposed the severe repercussions of neglecting user-centric design practices—a significant hindrance to usability and adoption rates.

This pivotal moment sparked a reevaluation of our approach. Recognizing the necessity of a radical shift, we committed ourselves to embed a user-first ethos from project inception. This shift meant involving designers at the earliest stages, conducting usability testing right from the initial concept phase—a marked departure from previous practices.

The outcomes were transformative. Our product saw marked improvements in usability, aesthetics, and user satisfaction. This validated our shift, prompting the development of an inclusive design system open for community collaboration.

A narrative centered on valuing users, initiating UX from the project&#x27;s start, and nurturing an open design system that champions a user-focused approach within open-source software development.</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk</category>
            <url>https://program.foss-backstage.de/ux24/talk/R9YTQJ/</url>
            <location>Main Hall</location>
            
            <attendee>Nuna Dionísio</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>7BNYGE@@program.foss-backstage.de</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-7BNYGE</pentabarf:event-slug>
            <pentabarf:title>The power of adding a story to your demo</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20240306T110500</dtstart>
            <dtend>20240306T112500</dtend>
            <duration>0.02000</duration>
            <summary>The power of adding a story to your demo</summary>
            <description>Some open source projects deal with complicated concepts that can be hard to understand and that cover a niche problem. There is an entry barrier to those projects, which can only be overcome by demonstrating and educating potential users about the benefits of the software and about how to actually use it.

In this talk, we will show how we solved this problem for a set of search-related open source softwares. Each of the libraries deals with a very specific problem, such as query rewriting and search result evaluation. We finally decided to create a separate open source project, &quot;Chorus&quot;, that shows how these components work together in a demo online shop.

We created the persona of Pete - a search product manager who was given the task to improve a company&#x27;s e-commerce search. In as series of videos, we explained how Pete solves specific problems by help of our software and we added a series of katas that explain to developers how to implement specific solutions. The feedback that we have received indicates that this has made the concepts behind  our software much more approachable.

We think that the idea of combining a meaningful demo application with telling a story that empathises with the actual day-to-day work of a relevant user group might inspire other open source projects and help them improve the user experience and adoption of their software.</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk</category>
            <url>https://program.foss-backstage.de/ux24/talk/7BNYGE/</url>
            <location>Main Hall</location>
            
            <attendee>René Kriegler</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>9TEBU7@@program.foss-backstage.de</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-9TEBU7</pentabarf:event-slug>
            <pentabarf:title>The Power of UX Heuristics in Open Source Projects</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20240306T112500</dtstart>
            <dtend>20240306T114500</dtend>
            <duration>0.02000</duration>
            <summary>The Power of UX Heuristics in Open Source Projects</summary>
            <description>Introduction to UX Heuristics:

- Defining UX heuristics and the important role they can play in open source development.
- Explanation of what heuristics encompass, including principles like visibility, feedback, and user control.
- How UX heuristics act as practical guidelines for evaluating user interfaces.

Why UX Heuristics Are Vital in Open Source Development:

- The role of UX heuristics in fostering open source project success by enhancing user adoption, satisfaction, and collaboration.
- How heuristics provide a framework to align a software’s functionality with user expectations.
- Examine the value of utilizing UX heuristics in open source design, as they align with the principles underpinning both accessibility and open source initiatives.</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk</category>
            <url>https://program.foss-backstage.de/ux24/talk/9TEBU7/</url>
            <location>Main Hall</location>
            
            <attendee>Marit Brademann</attendee>
            
            <attendee>Christopher Hunter</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>3FVH3W@@program.foss-backstage.de</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-3FVH3W</pentabarf:event-slug>
            <pentabarf:title>Building an Open Source Community Beyond the Code</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20240306T121000</dtstart>
            <dtend>20240306T123000</dtend>
            <duration>0.02000</duration>
            <summary>Building an Open Source Community Beyond the Code</summary>
            <description>This presentation focuses on the essence of open source projects - the community. It delves into attracting the right individuals, fostering a welcoming and diverse community, and sustaining energy and growth over time. Strategies for enhancing the online visibility of projects will be shared, highlighting the impact of a diverse community, with its array of ideas, perspectives, and experiences, in shaping superior products. This diversity not only drives innovation and improves functionality but also appeals to various user groups. The discussion will also cover strategies for keeping the community engaged, satisfied, and expanding, drawing from collective experiences and the shared goal of creating a digital tool that is inclusive, accessible, and innovative. Moreover, the talk will address the inclusion of designers in the open source community, emphasizing the significance of design thinking and visual communication in project development. Suitable for both newcomers and veterans in open source, drawing from our experience and real-life examples within the Penpot Community, this talk underscores the human aspect of technology and strategies for ensuring a project&#x27;s success and growth.</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk</category>
            <url>https://program.foss-backstage.de/ux24/talk/3FVH3W/</url>
            <location>Main Hall</location>
            
            <attendee>Carolina Portugal</attendee>
            
            <attendee>Elena Alcalde</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>EFUBGE@@program.foss-backstage.de</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-EFUBGE</pentabarf:event-slug>
            <pentabarf:title>Building the Holodeck: XR for Designers</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20240306T123500</dtstart>
            <dtend>20240306T125500</dtend>
            <duration>0.02000</duration>
            <summary>Building the Holodeck: XR for Designers</summary>
            <description>XR is on the verge of breaking through to the mainstream–yet it still feels like this secret club for devs only. Where to start, what is the difference between VR and MR, and what&#x27;s spacial design? As designers it can be hard to figure out where we fit in, harder to find the tools to get started, and even harder to find tools with a low barrier to entry, aka free. 
In my talk resources for entering this realm of design will be shared along with why OSS tools for XR will create a more accessible and equitable web for the next stage in our digital evolution,</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk</category>
            <url>https://program.foss-backstage.de/ux24/talk/EFUBGE/</url>
            <location>Main Hall</location>
            
            <attendee>Samira Gibson</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>M9CEVS@@program.foss-backstage.de</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-M9CEVS</pentabarf:event-slug>
            <pentabarf:title>Re-thinking product adoption through documentation design</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20240306T140000</dtstart>
            <dtend>20240306T142000</dtend>
            <duration>0.02000</duration>
            <summary>Re-thinking product adoption through documentation design</summary>
            <description>One of the most obvious paths when thinking about the adoption strategies of a software product is to change it. For example, by creating a good user onboarding experience and ensuring they can quickly get to the value by using the product.

Intuitive products don’t require manuals, right? This is not always the case, especially if we’re discussing improving the adoption of 17 distinct, free, open-source products.

The reasons for a hard user adoption can vary. In this case, when technical people build for technical people, it’s hard to change coding structures overnight and simplify the user experience. Documentation is the best resource and the user’s companion for successful usage.

However, when documentation is also poorly implemented, users’ frustration levels may quickly rise. They may find themselves re-reading walls of undecipherable text over and over and reach the point of feeling dumb for never actually completing the installation.

Documentation must be intuitive and accessible, requiring a more mindful implementation. That is why we decided that the first and quickest path to improving the product adoption would be to treat it as any other product and re-design it. Using the practices and methodologies of user experience design, we found the ideal path to get to the right solution as a team to tackle our documentation problems and prepare ways to improve our family of products.</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk</category>
            <url>https://program.foss-backstage.de/ux24/talk/M9CEVS/</url>
            <location>Main Hall</location>
            
            <attendee>Pedro MC Fernandes</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>ZFG9HK@@program.foss-backstage.de</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-ZFG9HK</pentabarf:event-slug>
            <pentabarf:title>Stewarding Usability for Humanitarian Open Source Software</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20240306T142500</dtstart>
            <dtend>20240306T144500</dtend>
            <duration>0.02000</duration>
            <summary>Stewarding Usability for Humanitarian Open Source Software</summary>
            <description>Humanitarian and human rights work around the world relies on digital tools to document harms, organize crisis response, and disseminate information – often with Open Source Software as its foundation. The usability and design of such tools, however, is rarely foregrounded, and is especially under-acknowledged as key aspects of the software’s security infrastructure. This session will explore how to develop sustainable usability metrics and user engagement practices that help enhance security, highlighting a case study of our work with Bayanat, the Syria Justice and Accountability Centre’s Open Source tool for documentation of  human rights abuses and war crimes. The usability of Bayanat is critical for a number of reasons, but most importantly because users are handling highly sensitive data that needs to be safeguarded, and users need to understand the security choices they make to ensure that their data is truly safe. This talk will walk the audience through 
A) why usability is a critical security feature, 
B) how to develop usability metrics with restricted time and resources, and 
C) how to implement usability testing and user engagement for humanitarian tools.</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk</category>
            <url>https://program.foss-backstage.de/ux24/talk/ZFG9HK/</url>
            <location>Main Hall</location>
            
            <attendee>Katie Wilson</attendee>
            
            <attendee>Abhishek Sharma</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>GKPDYX@@program.foss-backstage.de</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-GKPDYX</pentabarf:event-slug>
            <pentabarf:title>Devs in mind: how to design interfaces for developer tools</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20240306T145000</dtstart>
            <dtend>20240306T151000</dtend>
            <duration>0.02000</duration>
            <summary>Devs in mind: how to design interfaces for developer tools</summary>
            <description>At Evil Martians, our product designers are immersed in professional tools like Figma, Glyphs, and Blender, crafting top-tier developer tools like HTTPie, Tines, and Wave Terminal.

Drawing from this expertise, I’ll share key principles for designing UIs for the discerning audiences of designers and developers.

Designing an interface for a developer tool, a designer needs to keep in mind the main differences from consumer-oriented interfaces:
- Developers spend hours inside interfaces, so even a tiny friction multiplies, resulting in minutes and hours of wasted time.
- Developers constantly switch back and forth between several tools and need to restore the context quickly.
- The absence of a straightforward “happy path” makes it hard to optimize the interface.

There are three contexts a developer works in and switches back and forth:
- Immediate context: user’s particular action within a single panel.
- Intermediate context: user’s set of current tasks within the app.
- Broad context: user’s job goals they achieve in the whole OS scope.

Designing the best immediate context experience
- Incorporate all necessary controls for each task within a single panel or window.
- Minimize interface friction such as accessive scrolling.
- Utilize panel footers for secondary actions.

Designing the best intermediate context experience
- Combine multiple immediate context interfaces into a single process.
- Persist scroll position within panels.
- Offer personalization: resizing, reordering.

Designing the best broad context experience
- Consider how your users use your app in their daily jobs.
- Use a responsive layout even if the product isn’t targeting a mobile audience.
- Think about integrating with other apps that users can use in conjunction with yours.</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk</category>
            <url>https://program.foss-backstage.de/ux24/talk/GKPDYX/</url>
            <location>Main Hall</location>
            
            <attendee>Anton Lovchikov</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>JVSJU8@@program.foss-backstage.de</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-JVSJU8</pentabarf:event-slug>
            <pentabarf:title>Designers as Multifaceted Contributors</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20240306T153000</dtstart>
            <dtend>20240306T155000</dtend>
            <duration>0.02000</duration>
            <summary>Designers as Multifaceted Contributors</summary>
            <description>There is no limit to what a designer can do in open source, bringing their creative and analytical reasoning to various aspects of an open source project. It is challenging for most projects to accommodate design contributions; either the project does not think about design in their project or there is little to no documentation available on projects for design contributions. And even in cases where there are available design contributors, they are often assigned multiple tasks, which in turn overwhelms them, resulting in silent quitting. In this talk, I will discuss how projects can manage design contributors and also share from my experience on how the larger open source community can help projects onboard and manage creative open source design contributions.</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk</category>
            <url>https://program.foss-backstage.de/ux24/talk/JVSJU8/</url>
            <location>Main Hall</location>
            
            <attendee>Victory Brown</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>YCYBUY@@program.foss-backstage.de</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-YCYBUY</pentabarf:event-slug>
            <pentabarf:title>Designing UIs without a UI designer</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20240306T155500</dtstart>
            <dtend>20240306T161500</dtend>
            <duration>0.02000</duration>
            <summary>Designing UIs without a UI designer</summary>
            <description>The talk is based on this article: https://evilmartians.com/chronicles/pen-paper-ide-a-devtool-founders-early-stage-design-guide

I. Skip the designs, but don’t skip designing
- Build your UI directly in code for a faster workflow.
- Focus on key user tasks and on the journeys your user will undertake to complete those tasks.
- Prioritize solving user problems over struggling with the user interface.
- Stay close to your customers.

A key quote:
&gt; Saying “I need a button” prematurely restricts you to using only a button, while stating “The user needs to run the code” leaves room to decide that, besides, another possible solution might include a keyboard shortcut.

II. Don’t reinvent the wheel
- Utilize pre-existing components since you’re designing in code.
- Study and draw inspiration from the UI patterns prevalent in popular applications.

A key quote:
&gt; Approach this MVP as if you will discard its UI once you engage with a product consultancy or an in-house designer. Because spoiler alert: you will.

III. Cut the scope to find the product core
IV. User possibilities over user experience
V. Consult LLMs for design guidance</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk</category>
            <url>https://program.foss-backstage.de/ux24/talk/YCYBUY/</url>
            <location>Main Hall</location>
            
            <attendee>Gleb Stroganov</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>XJ9DHP@@program.foss-backstage.de</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-XJ9DHP</pentabarf:event-slug>
            <pentabarf:title>Web-accessibility for open-source privacy &amp; security tools</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20240306T104000</dtstart>
            <dtend>20240306T114000</dtend>
            <duration>1.00000</duration>
            <summary>Web-accessibility for open-source privacy &amp; security tools</summary>
            <description>This session relates to everyone involved in the design of digital technologies which includes
standards, policies, applications, and more. Technology designers from different disciplines
are increasingly confronted with the topic of accessibility for people with disabilities, yet are
often unsure how to approach it. Sensitivities often prevent efficient interaction among designers from different disciplines. This workshop is open to all - designers, developers, digital rights activists, usability consultants, and accessibility consultants. One does not require specific expertise to participate. People with backgrounds in collecting feedback from users and open-source tool teams who have integrated and implemented usability and accessibility improvements based on user feedback are welcome. 

The facilitators will share best practices and resources that comply with accessibility best practices and how one can achieve the desirable accessibility standard. We will also share the results or examples of feedback collected from people with disabilities, outlining specific gaps in the accessibility of current open-source tools such as BigBlueButton, Jitsi, RiseUp Pad, Crypto Pad, Tella, Destiny, CDR Link, Círculo, etc.

This workshop aims to, with involvement of the participants, map out some of the interfaces
between different disciplines and what each can bring to a shared table of requirements. The workshop facilitators will share experiences from their topics of expertise, including accessibility, security, user experience design, usability, and more. Participants will add to this diversity in ideas, experiences, and situations, while the moderator draws connections between the dots.

Participants will also have a:
1) Comprehensive understanding of the accessibility status of popular open-source tools by learning about the common accessibility myths. What are some common accessibility fails? Some examples provided below 
                   &gt; Keyboard navigation - developers forget to test with the keyboard and not just the mouse
                   &gt;Alternative text for Images - allows blind people to actually understand the image
                  &gt; Contrast between colors, e.g., light grey text on white background
                  &gt;Placeholders vs labels on forms - should be invisible labels and related to the input so that it works for assistive technologies

2) Understand the dire need for adopting accessibility standards to foster digital inclusion for people with disabilities
3) The socio-economic benefits of  making privacy and security tools more accessible by incorporating principles of web-accessibility</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Workshop</category>
            <url>https://program.foss-backstage.de/ux24/talk/XJ9DHP/</url>
            <location>Workshop Room</location>
            
            <attendee>Raashi Saxena</attendee>
            
            <attendee>Nancy Reyes</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>NG7QEV@@program.foss-backstage.de</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-NG7QEV</pentabarf:event-slug>
            <pentabarf:title>Conducting a UX Heuristic Analysis in Open Source Projects</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20240306T121000</dtstart>
            <dtend>20240306T131000</dtend>
            <duration>1.00000</duration>
            <summary>Conducting a UX Heuristic Analysis in Open Source Projects</summary>
            <description>Step-by-Step Guidelines for Conducting a Heuristic Analysis:
* A comprehensive breakdown of the heuristic evaluation process.
* Hands-on tips for conducting a heuristic analysis, from defining goals to creating actionable recommendations.

Practical Insights and Best Practices
* Practical advice for incorporating heuristic analyses into your workflow.
* How to balance UX improvements with open source project constraints and objectives.
* Tools and resources available for performing heuristic evaluations efficiently.</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Workshop</category>
            <url>https://program.foss-backstage.de/ux24/talk/NG7QEV/</url>
            <location>Workshop Room</location>
            
            <attendee>Marit Brademann</attendee>
            
            <attendee>Christopher Hunter</attendee>
            
        </vevent>
        
    </vcalendar>
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