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		<title>Mara Kestrel · Notes from the margin</title>
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		<description>Essays on designing calm software: night work, alerts, empty states, design tokens and showing uncertainty.</description>
		<language>en-gb</language>
		<item>
			<title>Designing for 3 a.m.</title>
			<link>https://marakestrel.example/writing/designing-for-3am</link>
			<guid>https://marakestrel.example/writing/designing-for-3am</guid>
			<pubDate>Tue, 06 Oct 2026 09:00:00 GMT</pubDate>
			<description>Most interfaces are designed at 11 in the morning by rested people. Some are used at 3 at night by exhausted ones. Here is what changes.</description>
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			<title>The case for fewer alerts</title>
			<link>https://marakestrel.example/writing/fewer-alerts</link>
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			<pubDate>Tue, 18 Aug 2026 09:00:00 GMT</pubDate>
			<description>Alert fatigue is a design problem, not a discipline problem. Four questions I ask before any notification ships.</description>
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			<title>Write the empty state first</title>
			<link>https://marakestrel.example/writing/empty-state-first</link>
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			<pubDate>Tue, 02 Jun 2026 09:00:00 GMT</pubDate>
			<description>The first screen most people see is an empty one. Designing it first makes the rest of the product clearer.</description>
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			<title>Design tokens are a contract, not a palette</title>
			<link>https://marakestrel.example/writing/tokens-are-a-contract</link>
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			<pubDate>Tue, 24 Mar 2026 09:00:00 GMT</pubDate>
			<description>A token named after a colour tells you what it looks like. A token named after a role tells you what it promises. Only one of those survives a redesign.</description>
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			<title>What a flood map taught me about uncertainty</title>
			<link>https://marakestrel.example/writing/maps-and-uncertainty</link>
			<guid>https://marakestrel.example/writing/maps-and-uncertainty</guid>
			<pubDate>Tue, 11 Nov 2025 09:00:00 GMT</pubDate>
			<description>People trust forecasts more when you tell them how sure you are. Showing uncertainty is a design skill, and a public duty.</description>
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