 | Level: Introductory Joe Marasco, Former senior vice president, Rational Software
06 May 2004 from The Rational Edge: Joe Marasco proposes a model for predicting project success based on a familiar geometrical shape. Probability of success is measured by a pyramid's altitude, and four production factors -- scope, quality, speed, and frugality (or limits on resources) -- form the four sides of the base.
I recently read about "the iron triangle" and its
extensions on Max Wideman's excellent Web site on project management wisdom,
www.maxwideman.com.
I've long been fascinated by the now famous "scope, resources, time
-- pick any two" paradigm, which states that trying to maximize scope
while simultaneously minimizing resources and time will impose too many constraints
and inevitably lead to project failure.1
Max makes the important point that we need to add a critical fourth
dimension -- quality -- to the paradigm. As he wrote to me,
Interestingly, quality ultimately transcends all else, whether in terms of
performance, productivity, or final product. But a remarkable number of people
in the project management industry don't seem to have latched onto that. Who
cares if last year's project was late and over budget? That's all lost in
last year's financial statements. But the quality [of the product] is enduring.
It is hard to argue with that point of view. Most of us software developers
can recall some time when, in our zeal to make our commitments and ship on time,
we let stuff get out the door that caused us heavy regrets later on.
So Max extends the iron triangle to a star, as shown in Figure 1.
Figure 1: Max Wideman's extension of the "iron triangle" -- resources, scope,
and time -- introduces "quality" as a fourth element.
As an alternative to this star, Max's correspondent Derrick Davis suggests
using a tetrahedron to illustrate these relationships. This allows you to maintain
the original triangle but create a third dimension to depict the quality aspect.
The nice thing about the tetrahedron is its intrinsic symmetry; the four attributes
populate the vertices, and any three can be used as the base. Max has illustrated
this in a thoughtful way, tying the vertex pairs together with another descriptor
(see Figure 2).
Figure 2: The tetrahedron model allows any three attributes to serve as a
base, placing the fourth attribute in the third dimension.
Five, not four
Although I agree with Max's insistence on quality as a critical fourth factor,
I believe that his model still leaves something to be desired. When thinking
about a project prior to beginning work on it, management is typically interested
in the "shape" of the project -- an interest that maps nicely to the four
parameters illustrated in Figures 1 and 2. That is, we can state how much
we intend to do (scope); we can describe how well we are going to do
it (quality); we can predict how long we will take to complete the project
(time); and we can estimate how much it will cost (resources). But then
are we done with our project description?
I don't think so. Management is always interested in a fifth variable: risk.
That is, given the previous four parameters we've identified and the plan that
goes with them, management wants to know whether the project represents a high,
medium, or low risk to the business. We know from vast experience that projects
have different risk profiles, and good managers try to balance their project
portfolios by planning a spectrum of projects with different risk levels. The
more risky ones have a greater probability of failure, but they might have bigger
payoffs, too. Just as it is judicious for individuals to have diversified financial
investment portfolios, it is smart for a company to diversify its portfolio
by having many projects with different risk/reward profiles. Statistically,
such an enterprise is bound to prosper.
Now, how can we use geometry to visualize this new, important, and -- I
believe -- final, parameter?
Enter the pyramid
I propose a model that represents the first four variables as the four sides of
the base of a pyramid. We'll assign extensive properties to the sides
so that the lengths are meaningful. Note that this is different from the Davis
tetrahedron model, in which the attributes occupy the vertices.
For simplicity, let's assume that all sides of the base are of equal
length, so that the base forms a square. This is reminiscent of Max's
star, except that we have moved the attributes from the corners to the edges.
Of course, these lengths can be independently adjusted, so the base is actually
an arbitrary quadrilateral. Conceptually, however, we lose nothing by assuming for now that the base is
a square.
Now let's redefine the length of each side of the base. We will also adjust our terminology slightly to reflect more accurately what the sides represent.
Bear with me, and you will see why.
- Scope. More "things to do"
represents a larger scope, so the length of this side increases as the scope increases.
- Quality. Higher quality standards
mean a tougher job, so the length of this side increases as our quality metrics
increase -- in other words, as we "raise the bar" on quality.
- Speed. This is our way of
capturing the time element; we increase the length of this side as the speed
increases. Conversely, the slower you go -- the more time you have --
the shorter this side becomes. Completing five function points per month is
harder than completing two function points per month; think of this side as
work accomplished per unit time.
- Frugality. (Max suggested this
term instead of my original parsimony.) When we consume fewer resources,
we are being more frugal. So higher frugality corresponds to a longer length
for this side. If we use up more resources, then this side gets shorter.
Notice that if we use these definitions for scope, quality, speed, and frugality,
the project becomes easier if the sides are shorter. That is, the project is
easier if we do less, lower our quality standards, proceed more slowly (take
more time) and can afford to be less frugal (have more resources.) Thus all
four variables "move in the same direction."
Note also that with these definitions we increase our profitability as we increase
the area of the base. This is because the value of the product goes up as we
make it bigger, better, and get it sooner, while at the same time are the most
frugal in producing it. Maximizing value while minimizing cost optimizes for
profitability. It's perfectly logical that attempting to make our profit
larger also makes the project harder and more risky.
The altitude variable
Now let's build a pyramid on this base, keeping in mind that no matter what
lengths the sides are for a given project, the volume of the pyramid will be
proportional to the area of the base times the altitude. The altitude abstractly
represents the probability of project success, which is the inverse
of its risk. That is, a high-risk project will have a low probability of success
and a low altitude. A low-risk project will have a high probability of success
and a correspondingly higher altitude.
Now all we have to do is link it all together.

Figure 3: The project pyramid. A high-risk project will have a low probability
of success and a low altitude. A low-risk project will have a high probability
of success and a higher altitude.
The pyramid's volume is constant
We can now posit that the volume contained in the pyramid is a constant for
a given team. That is, reality dictates that only so much "stuff" will fit into
the project pyramid, based on that team's capabilities. This makes sense,
because the pyramid's volume is proportional to
{difficulty} x {probability of success}
As one goes up, the other must go down. This is another way of saying that
there is a "conservation law" at work here: the product of the base area
-- which represents the project difficulty due to the specification
of the four parameters -- times the altitude (representing the probability of
success) is proportional to a "conserved" volume.
What determines the pyramid's volume? Two things. First, the capabilities
of the project team, as we have already mentioned. And second,
the degree to which the project team members are grappling with unfamiliar problems. A highly capable team implies a larger volume:
more capacity = more "stuff" = more volume
and lots of new problems and unknowns implies a smaller volume:
more unknowns = higher risk = less volume
So, given a constant volume corresponding to the project team, what do you have to do if you want to make the altitude higher -- that
is, if you want to increase the probability of success? By the logic of elementary
solid geometry, you must make the base smaller. You do this by reducing the
lengths of one or more sides of the base, thereby making the project easier.
Remember: Volume is proportional to base times altitude, regardless of the
base's shape.
A statistical interlude
At this point, we can attempt to figure out the right "scale" for the altitude.
We can measure the edges along the base in familiar units:
- Scope -- function points or features
- Quality -- inverse of number of defects allowed
- Speed -- function points or features/month
- Frugality -- "inverse" dollars or person-months
But what about that pesky probability of success, our altitude?
We know that "longer is better," that a higher altitude corresponds
to a higher probability of success. But there is a slight problem with using
probability -- a percentage-based measurement -- as the scale. For example,
if we have a pyramid with an altitude corresponding to a 60 percent probability
of success, we cannot, under the constant volume assumption, improve that percentage
by cutting the area of the base in half in order to double the altitude. That
would give us an absurd answer of "120 percent probability of success,"
and we know that probabilities must be between zero and 100 percent.
To resolve this conundrum, we must investigate how the outcomes of software
development projects are distributed. Can we assume that these
project outcomes are distributed according to the standard normal distribution
-- the well-known "bell curve"? The diagram in Figure 4 is worth
a thousand words.
Figure 4: How software development project outcomes relate to the standard
probability bell curve
For those of you who are rusty on what a probability distribution
function is, recall that the x-axis represents the outcome, and the y-axis represents
the number of events with that outcome, which, properly normalized, is the probability
of that outcome. If we start from the left edge and sweep out the area under
the curve, we measure the cumulative probability of attaining that outcome.
In Figure 4, the percentages below the x-axis show us how much area is contained
between the x-axis coordinates that are spanned.
Note that the distribution is "normalized" here, with the midpoint
called µ, and the "width" of the distribution characterized
by the standard deviation: sigma (the Greek letter in Figure 4 that resembles a small "o" with a tail on its upper right). The distribution extends to both plus
and minus infinity, but note that the "tails" of the distribution
past the plus and minus 3 sigma limits are quite small; the two tails
share less than 0.3 percent of the entire area under the curve. The graph tells
us that 68 percent of the projects will be either somewhat successful or somewhat
unsuccessful, that only about 27.5 percent (95.5 percent minus 68 percent) will
be either very successful or very unsuccessful, and that only 4.2 percent (99.7
percent minus 95.5 percent) will be either extremely successful or extremely
unsuccessful. To get the relevant percentages for each of these, we can just
divide by two, as there is symmetry around the middle. For example, we can predict
that around 34 percent -- approximately a third -- of all projects will be somewhat
successful.
In most applications we assume that µ is zero, so the outcomes range from
minus infinity to plus infinity. We can think of the x-axis as the payoff or
reward. Although I am sure many software development projects have had zero
payoff, it is hard to conceive of a project having a very large negative
payoff, red ink notwithstanding. 2 And surely
all projects will be cancelled long before management lets them get to minus
infinity! So the symmetrical standard normal distribution with tails to
infinity in both directions seems to be the wrong model. What we'd prefer
is a distribution that we can use with positive outcomes only, or at least
with a finite limit on negative outcomes.
Right idea, wrong distribution
For this purpose, my dear friend and colleague, Pascal Leroy, suggested the
skewed lognormal distribution, 3 which more
accurately reflects many phenomena in nature.
Unlike the standard normal distribution, the lognormal distribution is asymmetrical
and lacks a left tail that stretches to infinity. It describes phenomena that
can have only positive values. Figure 5 shows what it looks like.
Figure 5: The lognormal distribution for depicting positive outcomes only
We still use a sigma to represent the standard deviation, but we interpret
it differently for the lognormal distribution, as we will explain
below. Note that µ is now coincident with 1 sigma. Half the area under
the curve is to the left of 1 sigma and half is to the right; if we believe
the universe of projects has this distribution, then we want our project to
fall to the right of the 1 sigma line, which means its reward will be above
the average.4 This is the equivalent of saying
that we are willing to invest µ (or 1 sigma) to do the project; any outcome
(payoff, reward) less than that represents a loss (red ink), and anything above
that a win.
Unlike the standard normal distribution, the lognormal distribution clumps
unsuccessful projects between zero and 1 sigma, and successful projects range
from 1 sigma to infinity, with a long, slowly diminishing tail. This
tells us that we can have a small number of projects with very large payoffs
to the right, but our losses are limited by the zero on the left. This seems
to be a better model of reality.
The meaning of sigma is different in this distribution. As you move away from the midpoint, which is labeled here as 1 sigma, you accrue area a little differently. Each confidence interval corresponds to a distance out to (1/2)**n sigma on the left, and out to 2**n sigma on the right. This means that 68% of the area lies between 0.5 sigma and 2 sigma, and 95.5% of the area lies between 0.25 sigma and 4 sigma. This is how the multiplicative nature of the lognormal distribution manifests itself.
Mathematically, the distribution results from phenomena that statistically
obey the multiplicative central limit theorem. This theorem demonstrates how
the lognormal distribution arises from many small multiplicative random effects.
In our case, one could argue that all variance in the outcomes of software development
projects is due to many small but multiplicative random effects. By way of contrast,
the standard normal distribution results from the additive contribution
of many small random effects.
Implications for real projects
What are the implications of this distribution for real projects? Because the peak of the curve lies at around 0.6 sigma, we see that the most
likely outcome (as measured by the curve's height) is an unsuccessful project!
In fact, if the peak were exactly at 0.5 sigma, your probability of success
would be only around 16 percent:
50% - ½(68%) = 50% - 34% = 16%.
Since the peak is not at 0.5 sigma but closer to 0.6 sigma or 0.7 sigma, the
probability of success is a little higher -- around 20 percent.
Now this is starting to become very interesting, because the Standish CHAOS
report, 5 of which I have always been skeptical,
documents that around four out of every five software development projects fail.
This is a 20 percent success rate. I will have more to say about this report
later on. But it is interesting to note that the lognormal distribution predicts
the Standish metric as the most likely outcome, which may mean that most
development projects have a built-in difficulty factor that causes the lognormal
distribution to obtain.
What does it take to get to a coin flip?
What project manager wants to start with a less-than-even chance of success?
At the very least, we would like to get the chances up to 50/50 for our
projects. So, using our pyramid model, what do we have to do to the base to
increase the altitude?
Using units of sigma for our pyramid's altitude, we begin with a plan
that gives us a starting point at the most probable outcome, at the distribution peak of
0.66 sigma. To get to a 50 percent probability of success,
we need to accumulate half the area under the curve, which we know is at the
1 sigma point. So we need to go from 0.66 sigma to 1.0 sigma, which is an increase
of 50 percent. That says we have to increase the altitude of the pyramid by
a factor of 1.5, which means decreasing the area of the base by 1.5, or multiplying
it by two-thirds.
In turn, this implies that we must multiply the lengths of sides of the square
base by the square root of two-thirds, which is about 0.82. Therefore, to go from a
naïve plan with only a 20 percent chance of success to a plan with a 50
percent chance of success, we must simultaneously:
- Reduce scope by about 18 percent
- Reduce quality standards by about 18 percent
- Extend the schedule by about 18 percent (i.e., reduce speed by 18 percent)
- Apply about 18 percent more resources (i.e., reduce frugality by 18 percent)
relative to what we had planned in the original scenario.
We could, of course, change each of these parameters by a somewhat different
amount, as long as we reduced the area of the base by a third.
Let's call this new plan, the one that gets us to a 50/50 footing, "Plan B."
We'll refer to the original, most likely, and somewhat naïve plan as "Plan A."
More confidence
Can we do better? Suppose we wanted to go out to the 2 sigma point. This
would then lead to a probability of success of around 84 percent:
50% + ½(68%) = 50% + 34% = 84%
This would bring up our odds to five-to-one, which any project manager would
gladly accept. In fact, this would be standing Standish on its head: five successful
projects for every unsuccessful one.
What would it take to get us there?
Well, we can do the math both ways, either starting from our original Plan
A or from the 50/50 Plan B. For consistency's sake, let's begin with Plan
A. The math is pretty much the same. We now have to go from 0.66 sigma to 2 sigma,
increasing our altitude by a factor of 3. That means we must multiply the area
of the base by a third, which in turn means that we must multiply each side by the
square root of 0.333. And in our previous list of things we'd need to change
simultaneously to achieve better results, we'd have to replace 18 percent with
42 percent.
Let's now summarize, using rough numbers so that we don't assign spurious precision
to the model. 6 Plan A has a probability of
success of only around 20 percent. As we have seen, if we simultaneously reduce
the difficulty of all four of the base parameters (scope, quality, speed, and
frugality) by about 20 percent, we get Plan B, which has a 50 percent probability
of success. To achieve an 85 percent success rate, we'd need to reduce
the difficulty on the base parameters by around 40 percent relative to Plan
A. Table 1 summarizes these relationships.
Table 1: Results of using the pyramid model and lognormal distribution
| Plan | Description | Location on lognormal curve | Probability of success | Values for base parameters | | A | Naïve and most likely starting point | 0.67 sigma | 20% | Per Plan | | B | More realistic | 1 sigma | 50% | Reduced by 20% relative to A | | C | High efficiency | 2 sigma | 85% | Reduced by 40% relative to A |
Clearly we've gone way out on a thin limb here, but the numbers in Table
1 represent the pyramid model's predictions, based on the lognormal distribution
for project outcomes and a constant volume assumption.
Important caveats
At this point it is important to step back for a moment and consider the limitations
of this model. We have made many implicit assumptions along the way, and now
we must make them explicit.
- Let's begin with what we mean by "success." Remember, we said we would
define success as an outcome greater than 1 sigma in the lognormal distribution,
which would mean that about half of our projects would be successful.
But the Standish report says that four out of five projects fail. Does this
mean they are so constrained and therefore so difficult that this is the result?
Perhaps. Many software development projects are doomed the instant the ink
dries on the project plan. But I think there is more going on than that.
I have always had a problem with the Standish report, because I think it overstates
the case, and in so doing it trivializes the real problem. If we were to take
all original project plans and then apply our four base metrics to assess
the projects at their conclusion, Standish would probably be right. And the
lognormal distribution seems to support this scenario. But do we really have four failures for every success?
Here is what I think really happens: Along the way, as a project progresses,
management realizes that the original goals were too aggressive, or the developers
were too optimistic, or that they really didn't understand the problem. But
now the project has incurred costs, so that scrapping it would seem wasteful
and impractical. So instead the project gets redefined, and the goals are
reset. This may involve scaling back the feature set, deferring some things
to a subsequent release. Sometimes, especially if the team discovers problems
near the end of the development lifecycle, they will sacrifice quality and
ship the product with too many defects. And even then, they are likely to
exceed their schedule and budget. But does this mean that the project is a
failure? Not necessarily.
I maintain that lots of these projects fall into the "moderately successful"
bucket, and some into the "only somewhat unsuccessful" bucket. So, as in everything
else in the world, we revise expectations (usually downward) as we go, so
that when we are done we can declare victory. This is important both politically
and psychologically. It avoids what the psychologists call "cognitive dissonance."
No one likes to fail, and you can always salvage something. So we tend to
gently revise history and "spin" actual results -- and the usual distribution
applies. In reality, the Standish metrics apply only if you use the
original project plan as a measuring stick. But no one actually does. - The parameters scope, quality, speed, and frugality are not all independent
of each other. For example, as the project slips and takes more time, it also
incurs increased cost because of the increased resources consumed, so both speed and frugality tend to suffer in parallel.
You could try to offset one with the other -- for example by spending
more money to hire more people and go faster. But, as Brooks so clearly pointed
out almost thirty years ago, 7 adding people
to a software project usually has the effect of slowing it down! If you wanted
to make this kind of trade-off, counter-intuitively, you would do better to
spend less money per unit time by having fewer people and going more slowly.
You might not even lose that much time, because, as Brooks pointed out, smaller
teams tend to be more efficient.
- The different parameters do not have perfectly equal impact. Time, or the
inverse of speed, appears to play a more critical role than the other three,
although this is always open to debate. Typically, managers resist reducing
scope and quality, and they are always in a big hurry. From their point of
view, the only parameter they can play with is resources. So often they opt
to throw money at the problem. This usually fails, because they don't take
the time to apply the money intelligently and instead spend it in ineffective
ways. This is exactly Brooks' point. In the end, he said, more projects fail
for lack of time than for all other reasons combined. He was right then, and
I believe he is still right.
- In general, you cannot trade off the four parameters, one against another
-- at least not in large doses. That is, you cannot make up for a major
lacuna in any of them by massively increasing one or more of the others. Projects
seem to observe a law of natural balance; if you try to construct a base in
which any one side is way out of proportion in relation to the others, you
will fail. That is why we opted to assume our base was a square, with all
sides (parameters) conceptually on a somewhat equal footing. We acknowledge
that you can adjust the sides up and down in the interest of achieving equivalent
area but caution against the notion that you can do this indiscriminately.
Again, you can't increase one parameter arbitrarily to solve problems in one
or more of the other parameters. Max Wideman likes to think of the base as
a "rubber sheet." You can pull on one corner and adjust the lengths, but eventually
the sheet will tear. Geometrically, of course, one side cannot be longer than
the sum of the other three sides, because then the quadrilateral would not
"close."
- To some extent, we have ignored the most important factor in any software
development project: the talent of the people involved. Over and over again,
we have seen that it is not the sheer number of people on a team that matters,
but rather their skills, experience, aptitude, and character. Managing team
dynamics and matching skills to specific project tasks are topics beyond the
scope of this article. However, the pyramid's volume to some degree corresponds
to the team's capabilities.
- We should be careful not to specify product quality based solely on the
absence of defects. Quality needs to be defined more generally as "fitness
for use." A defect-free product that doesn't persuasively address an important
problem is by and large irrelevant and cannot be classified as "high quality."
- What about iterative development? Unfortunately, this treatment looks at
the project as a "one shot," which goes against everything we believe in with
respect to iterative development. But perhaps the unusually high failure rate
documented by Standish is caused by a lack of iterative development.
That is, by starting with an unrealistic plan and rigidly adhering to it throughout
the project, despite new data indicating we should do otherwise, we bring
about our own failures.
However, if we are smart enough to use an iterative approach, then we can
suggest a workable model. We start out with a pyramid of a certain volume
and altitude during Inception, based on our best knowledge of the team and
the unknowns at that point. As we move into the next phase, our pyramid can
change both its volume and shape. The volume might shift as we augment or
diminish the team's capability, or as we learn things that help us mitigate
risks. This is a natural consequence of iterative development. In addition,
the shape of the pyramid may change, as we adjust one or more sides of the
base by reducing scope, adding resources, taking more time, or relaxing the
quality standard a bit -- or by making changes in the opposite direction.
This should happen at each of the phase boundaries; our goal should be to
increase the altitude each and every time. As the project moves through the
four phases of iterative development, we should see our pyramid not only increase
volume but also grow progressively taller as we reduce risks, by whatever
means necessary. If this does not happen through an increase in volume,
we must accomplish it by decreasing the base area.
- The issue of whether projects follow the lognormal probability distribution
is debatable. I agree with Pascal that it makes more sense than a standard
normal distribution. But we have no fundamental underlying mechanism that
says the distribution must be lognormal.
- Finally, the conservation law expressed as a constant volume pyramid is
just a model. It provides a convenient visualization of the phenomenon, but
it is a guess -- and the simplest geometric model I could come up with.
To determine whether it reflects reality, we'd need to examine empirical data.
Although it is long, this list of caveats does not negate the value of the
model; I think its predictions are valid and consistent with my previous experience.
Indeed, many midcourse corrections that teams make during a development
project to improve their probability of success turn out to be mere band-aids
and don't come close to addressing the real issues. We have demonstrated
over and over again that to improve your chances of success substantially, you
need to do more than relax a single constraint by 10 percent, and this model
underscores that point. Therein lies its greatest value; I believe it represents
a fundamental truth.
It's all about risk
Risk is perhaps the most important parameter to consider in funding and planning
a project. That is why the simple model we have defined in this article correlates
four traditional project parameters -- scope, quality, speed, frugality
-- and then adds risk as a fifth variable. If you were planning to paddle
a canoe down a river, you'd want to know whether the rapids were class three
or class five. The latter would be a lot riskier, so you might decide to spend
a little more money on your boat. The same is true for software development
investments: It is worthwhile to assess the risks before deciding what resources
to allocate to a project. But remember, resources are only one leg of the square
base; you must consider them in concert with scope, time, and quality. It is
the combination of these four parameters, along with the quality of the team, which ultimately
determines the risk profile.
The simple pyramid model also shows how much you must trade off to improve
your probability of success. Although it is speculative, the model helps us
to soberly decide whether we are willing to invest the resources required to
raise our probability of success above the minimum threshold acceptable for
our business, given the scope, quality, and time constraints that we specify.
Notes
1 The relevant links are http://www.maxwideman.com/musings/irontriangle.htm and http://www.maxwideman.com/musings/triangles.htm. In this article, we use the term resources to mean all costs, including burdened people costs.
2 Part of this has to do with the finite horizon of a project. If we ship a defective product, the company will suffer huge support costs post deployment. But these costs are rarely charged back to the project. This is rather unfortunate, because it shifts the burden away from the place that originated the problem. True project costs would include post-deployment support.
3 See http://www2.inf.ethz.ch/personal/gutc/lognormal/bioscience.pdf
4 Actually, the math is a little more complicated than that. For the standard normal distribution, the mean and the median are identical, because of the symmetry of the distribution. For the lognormal distribution, they are not. So taking the 1 sigma point here is a little off, but the effect is small. We will ignore it in all that follows, as the effect is on the order of a few percent, and our overall model is not that precise anyway.
5 See, for example, http://www.costxpert.com/resource_center/sdtimes.html
6 Remembering also the detail we ignored earlier about the mean and median not being identical for the lognormal distribution. Here is where we can bury some of that approximation.
7 See Frederick P. Brooks, The Mythical Man-Month: Essays on Software Engineering, 2nd edition. Addison-Wesley, 1995.
About the author  | |  | Joe Marasco, a retired senior vice president and business unit manager for Rational, held numerous positions of responsibility in marketing, development, and the field sales organization, overseeing initiatives for Apex and Visual Modeler for Microsoft Visual Studio. In 1998 he served as Senior VP of operations. He retired from Rational in 2003. He holds a Ph.D. in physics from the University of Geneva, Switzerland, and an M.B.A. from University of California, Irvine. |
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