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<title>uiweb.com</title>
     <link>http://www.uiweb.com</link>
     <description>Extra fine essays and advice on project management, design and usability - By Scott Berkun</description>
     <language>en-us</language>
<item>
    <title>How to interview and hire people </title>
    <link>http://www.scottberkun.com/essays/essay39.htm</link>
    <description> An approach for getting the most from a 60 minute interview.
 </description>
</item>
<item>
    <title>uiweb.com moving to scottberkun.com </title>
    <link>http://www.scottberkun.com/</link>
    <description> Same fine essays, same low price (free) - now over here. 
 </description>
</item>
<item>
    <title>My first book: the art of project management</title>
    <link>http://www.scottberkun.com/books/artofpm/</link>
    <description> The new book from O'Reilly on how to lead and manage software development, from a ten year Microsoft veteran. 
 </description>
</item>

<item>
    <title>How to pitch an idea</title>
    <link>http://www.uiweb.com/issues/issue38.htm</link>
    <description> How do you convince other people to do things? Especially big expensive things? Here's a short primer on how to pitch ideas and concepts to other people.
 </description>
</item>

<item>
    <title>How to build a better web browser </title>
    <link>http://www.uiweb.com/issues/issue37.htm</link>
    <description> One of the former designers of Internet Explorer provides a rough guide for the construction and design of better web browsers. </description>
</item>
<item>
    <title>The mistakes of version 1.0 </title>
    <link>http://www.uiweb.com/issues/issue36.htm</link>
    <description> All kinds of silly things happen during 1.0 projects. Here's how to avoid many of them. </description>
</item>
<item>
    <title>How to give and receive criticism </title>
    <link>http://www.uiweb.com/issues/issue35.htm</link>
    <description> Most people suck at giving and receiving feedback: here's a short guide for doing it well. </description>
</item>
<item>
    <title>How to run a brainstorming meeting </title>
    <link>http://www.uiweb.com/issues/issue34.htm</link>
    <description> - The most important thing about a brainstorming session is what happens after it ends. </description>
</item>

<item>
    <title>How to survive creative burnout</title>
    <link>http://www.uiweb.com/issues/issue33.htm</link>
    <description> - Veteran advice on accepting, avoiding, dealing with, and working through burnout. </description>
</item>

<item>
    <title>Part 2 of What they didn't teach in Design and Usability school</title>
    <link>http://www.uiweb.com/issues/issue32.htm</link>
    <description>The dramatic and stunning conclusion on what I wish they had taught me.</description>
</item>
<item>
    <title>What they didn't teach in Design and Usability school (part 1)</title>
    <link>http://www.uiweb.com/issues/issue31.htm</link>
    <description>The things I wish they taught me ten years ago about web and software design in the tech sector</description>
</item>
<item>
    <title>Programmers, designers and the Brooklyn bridge</title>
    <link>http://www.uiweb.com/issues/issue30.htm</link>
    <description>The design and engineering of software and the web has bred a hubris that anything older than a few years cant be relevant, this is a mistake. 
			</description>
</item>
<item>
    <title>The problems with training (and what to do about it)</title>
    <link>http://www.uiweb.com/issues/issue29.htm</link>
    <description>Why training doesn't have to be boring, and how to structure events and conferences that actually work</description>
</item>
<item>
    <title>Best of chiweb - updated 2/1/2004 </title>
    <link>http://www.uiweb.com/other/chiweb.htm</link>
    <description>The compiled listings of summary posts from the acm chiweb discussion list on web design and usability</description>
</item>
<item>
    <title>How to manage smart people</title>
    <link>http://www.uiweb.com/issues/issue28.htm</link>
    <description>What follows is some advice for managers on how to manager people, especially talented people. I worked for nine years at Microsoft, sometimes managing projects, sometimes managing people, but always with a manager above me</description>
</item>
<item>
    <title>The art of usability benchmarking</title>
    <link>http://www.uiweb.com/issues/issue27.htm</link>
    <description>Usability benchmarking is one way to get a longer term view of how easy to use things are, and what progress is being made over time</description>
</item>
<item>
    <title>The myth of discoverability</title>
    <link>http://www.uiweb.com/issues/issue26.htm</link>
    <description>Discoverability is often defined as the ability for a user of a design to locate something that they need, in order to complete a certain task. It is common to hear programmers and designers utter the phrase *that wont be discoverable*, while pointing to a specific command or link they believe users will fail to find. The trap, and the myth, of discoverability is that in any design, not everything can be discoverable. 
</description>
</item>
<item>
    <title>How to get the most out of conferences </title>
    <link>http://www.uiweb.com/issues/issue24.htm</link>
    <description> Conferences are what you make of them. If you are not sure why you are going, or what you want to get out of the experience, you are unlikely to get it. This essay gives one perspective on conferences, and how to make them more valuable and engaging experiences. 
</description>
</item>
<item>
    <title>Why good design comes from bad design </title>
    <link>http://www.uiweb.com/issues/issue08.htm</link>
    <description>  A short story about how I learned one important truth about designing things.
</description>
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