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Attackers might be able to vastly improve their ability to predict ALPs by gathering large numbers of them and building what scientists call a Markov model. Her research didn't focus on methods for cracking patterns because of ethical considerations concerning the security of her subjects.
The latest iteration of the iconic Nissan GT-R is the fastest yet, with a top speed north of 200 mph. But that's not all; the Japanese supercar is still super quick off the line, knocking off the 60 mph sprint in 2.5 seconds.
This is down to a combination of the car's incredible all-wheel-drive system and front-mounted V6 powerplant, and an engine that generates 600 hp and 481 lb-ft of torque. It's not cheap though, with a price point hovering around $210,000. You may instead want to consider the base Nissan GT-R that can still complete the 60 mph sprint in less than 3 seconds and has a top speed of 196 mph.
This all-American supercar was produced from 1992 until 2017, spanning five different brute force and high-octane drama generations. It was a notoriously difficult car to handle, but an experienced hand at the wheel could easily crack the 60 mph sprint in just over 3 seconds.
The front-engined supercar was released at the time when the mid-engine layout was fast becoming the norm, but the Benz SLR still proved to be a formidable rival in the supercar space. The power was sent to the rear wheels and if the tires hooked upright, the car could hit 60 mph in 3.6 seconds and power on to a top speed that's still pretty impressive today.
Rift Apart has some great accessibility options which deserve to be highlighted. They're split into four sections in the menu: Gameplay and Camera, Toggles and Assists, Visual and Contrast options and Shortcuts and Game Speed. Things like "simplified traversal" can help by mapping all traversal methods (grapples, dashes, etc.) onto the circle button, while high-contrast backgrounds and visual shaders for heroes, allies and enemies are smart inclusions. The controller layout's also fully customisable, with both "left/right bias" presets as well as two fully open custom slots. In brief: great stuff!
Although designers have worked within a sprint format on engineering-centric teams for a long time, what popularized the term is the particular format created by Google Ventures and their subsequent book documenting the process.
It's fun to shortcut engineering overhead and jump straight into action. Design sprints upend decades of UX dogma and skip past research techniques that add unnecessary overhead for questionable benefits.
The simple rules of a sprint are definitely more approachable compared to other schools of thought in the design world - e.g. the vague and hand wavy principles of design thinking, or the research-centric and documentation-oriented techniques of enterprise UX.
The kind of heuristic techniques you learn from rules are invaluable for getting up and running in a competitive field, which explains a large part of the appeal of design sprints and their basic format.
Most of the various design exercises in a design sprint can be done individually by a designer, things like the creation of testable prototypes and gathering user insights, but there's obviously still going to be an occasional need to pull everyone into a room.
Teamwork is the ultimate end result of a design sprint because the team will still be there while various business trends come and go, so use whatever means necessary to wear all the different hats that designers are expected to be comfortable with. 2b1af7f3a8