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    <article-meta>
      <title-group>
        <article-title>Plant Guild Composer: A Software System for Sustainability</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Juliet Norton</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alex J. Stringfellowy</string-name>
          <email>alexjstring@gmail.com</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Joseph J. LaViola Jr.z</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Birgit Penzenstadler</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Bill Tomlinson Department of Informatics</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>University of California</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Irvine Email: julietnorton@gmail.com</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>bpenzens</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>wmtg@uci.edu</string-name>
        </contrib>
      </contrib-group>
      <abstract>
        <p>-This paper presents the design concept for a software application to aid users in the development of a sustainable backyard food and resource system1. It presents how we gathered and analyzed the requirements for an application that achieves a balance of user convenience, awareness, and sustainability in the context of creating a domestic plant guild. A plant guild is a community of plants that sustains itself and provides for people's essential needs. Based on a field study, the authors present requirements for building a Plant Guild Composer as one approach for addressing the aforementioned challenge. The requirements have been generalized because future applications that aide in the construction of a sustainable human system, which supports some human need without compromising the ability to satisfy this and other human needs in the future nor contributing to environmental degradation, may encounter similar design challenges. Index Terms-requirements engineering; sustainability; plant guilds; permaculture; human-computer interaction</p>
      </abstract>
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  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION</title>
      <p>
        Complexity characterizes many of our lifestyles.
Empirically speaking, it is a side effect of our options for nearly
every aspect of life, from which career to pursue to what
to eat for dinner. The use and development of technology
is often intended to alleviate some of life’s complexity via
convenience, e.g., finding the exact doll your daughter wants
for her birthday online is simpler than calling and driving
to local toy stores. However, in effort to make life simpler,
technology and the information provided by it has given us
more choices and options than ever before. In sorting through
these complexities, the need and ability to act sustainably is
unnoticed or forgotten. In her visit to Change Islands, Phoebe
Sengers discovered a lifestyle characterized by simplicity
due to the severely limited access to technology and exotic
resources, and the necessity to work for subsistence [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. In
many ways this simplicity rendered a more sustainable society
and arguably improved their quality of life. As observed in the
first authors ongoing ethnography of transition movements in
Central Florida and Southern California, there are communities
1Portions adapted from a previous workshop paper [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>Copyright c 2013 for the individual papers by the papers’ authors.
Copying permitted only for private and academic purposes. This volume is
published and copyrighted by its editors.
with an abundance of resources strive to achieve a similar
simplicity, but are inclined to use technology to achieve it.</p>
      <sec id="sec-1-1">
        <title>A. Ties to RE4SuSy and Related Work in HCI</title>
        <p>
          One of the objectives for the RE4SuSy workshop series is to
develop Requirements Engineering (RE) techniques that help
us design software systems that support sustainable lifestyles.
Last year’s contributions looked at how to improve existing
RE techniques for green software [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. Past HCI research has
primarily approached the problem of unsustainable practices
by outlining improper resource usage and its implications
[
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. The issues associated with transitioning to a simple,
sustainable lifestyle remain scarce amongst HCI publications,
as it is established as a field of research in [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ], and not
explicitly mentioned in [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. In contrast to both RE and HCI
existing research, this paper provides an example system that
supports a sustainable lifestyle and may be used as a case
study in the future.
        </p>
      </sec>
      <sec id="sec-1-2">
        <title>B. Sustainability and Permaculture</title>
        <p>
          From our understanding, sustainable living can be achieved
by managing consumption of extraneous materials, i.e., things
we replace and dispose of without regard, and increasing
self-sufficiency, i.e., providing for yourself. While Pierce
approaches the topic of extraneous materials by encouraging
reflection of how they are used [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ], we are interested in
enabling people to live independently of these extraneous
materials by providing themselves with materials they need.
Practices like permaculture (the eco-, human-sustainable
design for permanence) advocate for similar ideologies, e.g.,
apply self-regulation and accept feedback [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. Although
independently ensured food and resource security is an innate
step in becoming self-sufficient, this transition poses rather
intensive, short-term complications. Namely, a great time
investment is required to learn these methodologies and their
implementation.
        </p>
        <p>
          In permaculture, a domestic plant guild can foster human
independence from extraneous materials. A domestic plant
guild, as for example depicted in Figure 1, is a family of
plants that can sustain itself and provide people with many of
their essential needs (e.g., food, building materials, etc.) [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. It
is an enabler of simple, sustainable living, i.e., reduces cost of
living, ecological footprint, and the need for consumer goods.
        </p>
      </sec>
      <sec id="sec-1-3">
        <title>C. Example Domestic Plant Guild Scenario</title>
        <p>Picture yourself stepping out into a quiet backyard; your
property is fenced in with an assortment of sugarcane and
bamboo, protecting your privacy, and your other plants from
wind. This same bamboo plant was used to build the bench
you just sat down on. You gently stir your morning tea with
a sweet cutting of sugarcane, yet another function of your
privacy fence.</p>
        <p>A brigade of bees and butterflies hover busily around
your native goldenrod, gaillardia, coreopsis, milkweed, and
sunflower. Where you would normally have grass, the native
and hardy Gopher Apple gladly covers the ground; you even
occasionally see a Gopher tortoise creep into your yard and
lazily munch on his favorite snack.</p>
        <p>A large persimmon tree provides shade for your bench as
well as a nice little treat for you and the local wildlife. A
passionflower entangles the persimmon tree, while its flower
bobs happily around in your tea.</p>
        <p>You begin to search for salad ingredients, your lunch,
occasionally picking a few blackberries and sparkleberries;
they taste quite like a blueberry, but half the maintenance. You
pull a couple of leaves off the French Sorrel, the Moringa, and
fennel. To top it off, you snag an avocado and some rosemary.
You don’t have to water or prune, you just have to eat your
harvest. This is an ideal domestic plant guild.</p>
      </sec>
      <sec id="sec-1-4">
        <title>D. Challenges in Plant Guild Design - A Need for good RE</title>
        <p>
          The design and construction of a plant guild requires time
and expert knowledge, two factors that prevent many from
incorporating one. Therefore, if we can provide support tools
to make it easier for people to develop and establish domestic
plant guilds, then the gap between the idea of sustainable
environments and their realization can be reduced. We believe
that utilizing adequate RE techniques [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ], [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] in the
development of these software tools is essential in providing easy
to use yet powerful interfaces to support domestic plant guild
construction.
        </p>
      </sec>
      <sec id="sec-1-5">
        <title>Outline</title>
        <p>This position paper discusses, in the context of the Plant
Guild Composer (PGC), the challenges of designing a software
application with the intended use of supporting a sustainable
lifestyle. Its focus is to mask the complexities of domestic
plant guild creation through simple interfaces utilizing
common and easily observable information about the environment.</p>
        <p>We believe our topic is suitable for the RE4SuSy Workshop
because (i) it focuses on gathering requirements at the
intersection between human and environmental sustainability, and
(ii) provides an example system in a new application domain
for supporting the facilitation of sustainable lifestyles while
masking complexity.</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>II. PLANTS GUILDS</title>
      <p>In the natural environment, plants exist in complex
mutualistic communities. Within these communities, or plant
guilds, each plant has a unique impact on the surrounding
environment. Their impact may make one nutrient or resource
more available or remove harmful constituents for neighboring
plants. When considering an assessment of plant guilds, we
assume that each plant has needs (i.e., inputs), products and
behaviors (i.e., outputs), and intrinsic characteristics (i.e.,
physical traits); all are components of the plant’s functional
analysis. Once these plant characteristics are understood, a
plant guild could be created to act as a semi-closed system, the
only external inputs coming in from the natural environment.
When this plant guild is used to provide outputs for human
consumers, it becomes a domestic plant guild.</p>
      <sec id="sec-2-1">
        <title>A. Central Objective of a Plant Guild</title>
        <p>A domestic plant guild is one that is designed to insert a
human component into this naturally closed system.
Extraneous products from the plants provide edible, medicinal, and
useable parts. Thus plant selection requires consideration of
both fulfillment of the guild’s and human’s needs. The plants
used in a guild are predominantly perennial (living more than
2 years) or self-seeding annuals, and if at all possible, native
to the region. If the plant guild is designed and established
properly, the human role is reduced to harvesting what is
needed.</p>
      </sec>
      <sec id="sec-2-2">
        <title>B. Principles for Designing Plant Guilds</title>
        <p>
          To achieve a balanced domestic plant guild, experts
initially model natural system dynamics (i.e., plant community
functional analysis), then fit it to domestic constraints. The
guild is designed to be convenient for humans (e.g.,
colocation of similar plant types and navigable paths) while
still encouraging natural states of action between species (e.g.,
coaction, interaction, and inaction) [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ], and features plants that
support the humans’ desired lifestyle (e.g., berries for jam
production). The design of a plant guild is also dependent
on implementation constraints (work, financial, and material
resources). In general, the higher the human demand, the more
initial energy required for the guild to reach establishment. In
context of each constraint, plants are placed in appropriate
geographic locations and functional arrangement. If designed
correctly, the plant guild should not require human support past
its establishment (i.e., when the trees reach maturity), though
minor manipulation may increase its robustness (e.g., seasonal
pruning of nutrient rich plants for mulch and fertilizer).
However, due to a variety of variables, success is not guaranteed. It
is possible that further consultation may be required, especially
for complex, high-yield guilds. The basic design principles that
permaculture designers follow are lined out in Figure 2.
        </p>
        <p>Due to the intensive process of creating domestic plant
guilds, the knowledge required to properly design and establish
one is currently only possible by experts. As such, we’ve
conceptualized the PGC, a tool to support the development of
domestic plant guilds which, in turn, will empower a simple,
sustainable lifestyle.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>III. REQUIREMENTS GATHERING IN THE FIELD</title>
      <p>The first author is actively engaging in a longterm
ethnography of transition networks, specifically those that practice
permaculture. During the fall of 2011, the first author began
her participant observation by completing a 9 week, 72 hour
Permaculture Design Course (PDC) certified by the Green
Education Center2 and Simple Living Institute3. It was in
discussions of learning curves and hardships of transitioning
to sustainable living that the concept of the PGC came to light.
Through the spring of 2012, she continued her observation at
the Econ Farm in Orlando, Florida, sharpening her knowledge
of plant guilds and other sustainable human systems. For
designing the PGC, she consulted the Education Director and
then Garden Manager (second author) at the University of
Central Florida Arboretum 4, and three community permaculture
experts, all of whom are well versed in plant guilds and the
cultivation of plants for food, medicine, and other materials.
In Fall 2012 the first and second authors continued the field
research at a private residence in Winter Park, FL, installing a
plant guild of tropical fruit trees, shrubs, and ground covers.
2http://www.greeneducationcenter.com/
3http://www.simplelivinginstitute.org/
4http://arboretum.ucf.edu/
In the Winter of 2013, the first author relocated to Southern
California to compare and contrast plant guild design between
the two drastically different locations.</p>
      <sec id="sec-3-1">
        <title>A. Interview Series</title>
        <p>From expert interviews in Florida, five in total, we have
come to the conclusion that the user experience design of
the PGC dictates the tool’s ability to effectively model and
assist the design of a plant guild. Identifying and placing plants
in a functional arrangement is difficult for non-experts. They
also do not have the skills necessary to acquire environmental
information (e.g., soil type, sun patterns, points of erosion,
etc.) or the means to implement such a complex design. Due to
plant guild implementation constraints (e.g., budget and time),
the experience of creating it, beyond the interaction with the
PGC, must be considered in the tool’s user experience design
and how it models and simulates a domestic plant guild.</p>
      </sec>
      <sec id="sec-3-2">
        <title>B. Central Requirements by Permaculture Designers</title>
        <p>From the results of our ongoing field study, we’ve
established the following set of requirements for the design of
the PGC. We have generalized these requirements because
we feel future applications that aide in the construction of a
sustainable human system (i.e., an environmentally beneficial
system established with the intent to support some human
need) may encounter similar design challenges.</p>
        <p>1) Use ecocentric and anthropocentric metrics to qualify
the designed human system as sustainable: The qualifying
metrics will ensure that humans’ needs are supported in
addition to the plants’. These metrics may include, but are not
limited to: benefit and utility to the human, protection of the
native ecosystems, and soil fertility restoration. The designs
produced via the application must qualify as sustainable to
alleviate the problems contributing to environmental detriment.</p>
        <p>2) Identify environmental data required to design the most
efficient sustainable system: These requirements include data
only available to experts or acquired by professional
technology. Given all the necessary environmental data, the
application should enable the user to produce a sustainable human
system design optimized for the intended environment.</p>
        <p>3) Design to condense the time the user spends with the
application relative to the entire process of creating the
sustainable human system: The user’s existing knowledge of
the system and receptiveness of the lifestyle change are key
factors in the time they’re willing to spend in the design
process. To determine an appropriate amount of time spent
using the system an upper-bound may be found by observing
potential users who are highly motivated to make the
sustainable lifestyle transition, and a lower-bound may be found by
observing those who are resistant.</p>
        <p>
          4) Provide the user with the information they need to
implement the design and utilize the system: The application
should be incorporated into a complete system construction
program, whether it is computerized or teacher-guided, so that
the system is installed and utilized. Such a program should
take into account the directly related socioeconomic concerns
of the user in the application design, an implication for design
established in [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>5) Maximize both sustainability and convenience: Max</title>
        <p>imizing both sustainability of the designed human system
and user convenience in designing and implementing the
system is key for creating effective software in this domain.
The convenience metric is dictated by the amount of work
the user is willing to do, and will vary depending on user
expertise. Systems that focus only on convenience are
frequently unsustainable (e.g., plastic plates and utensils so the
1950’s housewife doesn’t have to wash dishes after a party).
Conversely, systems that prioritize the sustainability of the
designed human system may be too difficult for non-experts
to use without an intensive time commitment to learning.</p>
        <p>
          6) Require users to provide easily observable environmental
data, but use experts and power users to fill in information
gaps: Typical users should provide the system with easily
observable information so that they become better acquainted
with their environment. Experts and power users (i.e.,
nonexpert self-motivated users) will likely put forth more effort
than average users to provide the system with detailed
information. This information should be catalogued and used to infer
necessary environmental information not provided by average
users (see [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] for an example) and to optimize future designs
created by the sustainable human system design application.
        </p>
        <p>These generalized design requirements, intended to enable
simple transitions to a convenient, more sustainable lifestyle,
are geared towards small-scale sustainable human systems
(i.e., for families or communities versus regions or countries).</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>IV. REQUIREMENTS DOCUMENTATION</title>
      <p>
        After the first set of interviews and the first data collection
sessions of the ongoing field study, we used an
artifactbased approach to consolidate the gathered information. The
requirements artifact model is based upon earlier work by [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]
and [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>The figures provide an overview of the stakeholder model,
the goal model, the context and system vision, and the
constraints.</p>
      <sec id="sec-4-1">
        <title>A. Stakeholder Model</title>
        <p>The stakeholder model (Fig. 3) depicts the organizational
and constraining units like the housing authority and the local
government, the research environment with the university, the
advisor and the developers, as well as the future users and
customers for the system.</p>
        <p>The goal model (Fig. 4) provides an overview of objectives
and goals for the system. There are three types of goals:
business goals depicted in purple, left side of Fig. 4, usage
goals in green, top-right of Fig. 4, and system goals in red,
on the lower right side of Fig. 4.</p>
      </sec>
      <sec id="sec-4-2">
        <title>C. Context and System Vision</title>
        <p>The context and system vision (Fig. 5) give an overview of
the most important elements of the business and operational
context of the system as well as the core features of the Plant
Guild Composer.</p>
      </sec>
      <sec id="sec-4-3">
        <title>D. Constraints</title>
        <p>The constraints (Fig. 6) provide the most important
restrictions by the rules of the local housing authority that have to be
adhered to and influence the design of the plant guilds. These
have to be taken into account for design constraints during the
modeling of use cases and scenarios.</p>
      </sec>
      <sec id="sec-4-4">
        <title>E. Further Development</title>
        <p>These models and further artifacts will be extended over
the duration of the ongoing field study and the design of the
system.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>V. PLANT GUILD COMPOSER - A VISION</title>
      <p>Long before you sat down on the bamboo bench in your
backyard, you faced the challenge of creating the plant guild.
When you decided to transition to a simple, sustainable
lifestyle you weren’t sure where to start. Then you were
introduced to the Plant Guild Composer, the app that helps you
grow a self-sustaining garden. The steep expense of purchasing
fresh food, and the deaths of your late potted plants, motivated
you to give plant guilds a try.</p>
      <sec id="sec-5-1">
        <title>A. Location Requirements</title>
        <p>The application first asked for your address. Once entered,
a diagram of your lot containing your house’s location was
presented. It then asked you to confirm or edit the diagram.
You went outside and walked around the house to make
sure the PGC didn’t miss anything, and spotted the utility
connections under the Live Oak canopy in the front yard.
At this time you also took note of high and low-lying areas,
points of erosion, and soil properties. After you completed
your property’s diagram, the program asked for your priorities:
food, natural medicine, building materials, household items,
wildlife sightings, environmental restoration. You chose food
as the primary function and decided that growing building
materials and household items would also be useful on site.
Then you specified cost of implementation in terms of time,
money, and resources.</p>
      </sec>
      <sec id="sec-5-2">
        <title>B. Plant Guild Requirements</title>
        <p>From there you specified your primary food requirements
from a generated list of plants that grow in your climate and
location. First, you investigated the fruits and noticed a native
variety of persimmon, a fruit you used to buy. When you chose
to include the persimmon tree, a simulation showed where
it could be planted on your property. The PGC displayed
suggestions for plants, relative to your goals, that could
provide the persimmon tree with its needs. It took into account
that your soil was alkaline (pH) and persimmon prefers a
neutral range. The PGC suggested perennial peanut, a
lowgrowing legume that makes nitrogen more available for the
persimmon. While you continued choosing plants based upon
the PGC’s suggestions, the simulation continued updating in
size, arrangement, and location. You realized you had wanted
to include another plant. It was no longer eligible and the
system told you why (too expensive, not compatible with guild
optimal location), so you removed some plants that were less
important to add it instead. You proceeded with this until the
guild reached a closed system, (i.e., each guild member’s needs
is supported by the other members and the environment) and
your desires were met.</p>
      </sec>
      <sec id="sec-5-3">
        <title>C. Result: Design Layout</title>
        <p>Once the design was finalized, the PGC produced the guild
layout and location in your yard, the places to obtain the plants,
tools, and compost within your budget, and instructions on
how to implement the guild. Two weekends later a mound
with thirty young plants setting root was in your backyard.
It had only taken you one morning to get the free municipal
compost, a day to acquire the plants and about 2 hours to
put them in the ground with two friends. You watered the
guild a couple times a week at first, then about once a week
when they started really growing, until you found they no
longer needed watering. In a few weeks fresh herbs spiced
your dinner, in one season the fragrance of flowers was in the
air, and shortly after your first crops were harvested. Now, less
than a year later, you obtain most of your food, and even some
building materials and cleaning supplies, from your backyard.
You don’t worry about going to the store in rush hour traffic
or minimizing expenses so you can eat healthy. Life really did
become simpler with the domestic plant guild.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>VI. DISCUSSION Our PGC vision is an example of an application designed with a balance of user convenience, awareness of user role, and environmental sustainability.</title>
      <sec id="sec-6-1">
        <title>A. Reduction of Complexity</title>
        <p>We believe that the PGC has the potential to reduce the
complexity of transitioning from our modern, complex,
consumer lifestyle to one that is simple and sustainable. We
described how the transition to a simple, sustainable lifestyle
can be obstructed by up front complexity with the Domestic
Plant Guild example. We believe there are many human
sustainable systems, especially in permaculture, that also have
this complexity challenge.</p>
        <p>Designing earthworks for water collection requires intimate
knowledge of natural water flow through land. Building an
off-the-grid house requires extensive knowledge of the many
ways energy can be produced. We’ve suggested masking
the complexity by finding the point of greatest convenience
that still produces a sustainable system. We believe the RE
community should be researching how to enable people to
utilize sustainable human systems without being bogged down
by the complexity of learning how to get started; it is a
contribution RE can provide in the world’s movement towards
simple, sustainable living.</p>
      </sec>
      <sec id="sec-6-2">
        <title>B. Conveying Sufficient Knowledge</title>
        <p>Our vision and requirements feature the idea of
reducing complexities to the threshold where users still have the
opportunity to learn at a higher, more leisurely level. We
also believe that by removing all the complexities, the user
wouldn’t have the opportunity to understand, utilize, and
appreciate the support the system provides (i.e., awareness of
user role). We feel that the awareness challenge complements
the convenience challenge and that a single solution can be
found for both, although it will vary for each sustainable
human system.</p>
      </sec>
      <sec id="sec-6-3">
        <title>C. Providing Access</title>
        <p>Accessibility to information is key in achieving the balance
of convenience, awareness, and sustainability. It is essential
to explore ways to gather information that can’t be acquired
from public resources and are too complicated for average
users to acquire. Methods that should be researched include:
gathering and analyzing information produced by experts and
power users into designs, using mobile technologies to aid
the user in a more detailed analysis of the environment,
and unconventionally utilizing common household items to
indicate otherwise elusive properties of the environment.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>VII. CONCLUSION</title>
      <p>In this paper we described the need to develop technologies
that enable people to transition into a simple, sustainable
lifestyle. We introduced the concept of a domestic plant
guild to show how sustainable human systems can effectively
support such a lifestyle. We presented a series of requirements
for building the Plant Guild Composer, a tool to develop plant
guilds.</p>
      <p>The requirements suggest the incorporation of requirements
analysis techniques to reduce the complexities associated
with its creation. Without these techniques, the Plant Guild
Composer would only be usable by permaculture and
horticulture experts. We feel that this research area needs further
exploration and that our requirements could be applied to tools
that support a user’s journey towards a simple, sustainable
lifestyle.</p>
      <sec id="sec-7-1">
        <title>Future Work</title>
        <p>Right now we are working on the first prototypes of the
Plant Guild Composer. A screenshot is provided in Figure 7.</p>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>ACKNOWLEDGMENTS</title>
      <p>We would like to thank Kristina Richards at the UCF
Arboretum for her guidance and support of this work, and
those who provided constructive feedback on early versions
of this paper.</p>
      <p>This material is based in part upon work supported by the
National Science Foundation under Grant No. 0644415.</p>
      <p>Screenshot of a Prototype of the Plant Guild Composer</p>
    </sec>
  </body>
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