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    <title>Notes — Girl World Products</title>
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    <description>Founder notes. Product thinking. What it actually looks like to build an independent studio from scratch.</description>
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    <copyright>2026 Girl World Products</copyright>
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      <title>Getting to Launch</title>
      <link>https://girlworldproducts.com/notes/getting-to-launch.html</link>
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      <pubDate>Tue, 17 Jun 2026 00:00:00 +0000</pubDate>
      <author>hello@girlworldproducts.com (Rebecca Fenter)</author>
      <description>Girl Dinner Mode didn't move in a straight line. It changed shape as I built it. Not once — continuously. Scope creep isn't just a backlog problem when you're building alone. It's a thought pattern.</description>
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    <item>
      <title>What Products Assume About People</title>
      <link>https://girlworldproducts.com/notes/what-products-assume-about-people.html</link>
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      <pubDate>Tue, 17 Jun 2026 00:00:00 +0000</pubDate>
      <author>hello@girlworldproducts.com (Rebecca Fenter)</author>
      <description>In theory, most consumer products are designed to help people. In practice, they often require people to become a specific version of themselves in order to be helped.</description>
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    <item>
      <title>Girl Dinner Mode — The Beginning (Kind of)</title>
      <link>https://girlworldproducts.com/notes/girl-dinner-mode-the-beginning.html</link>
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      <pubDate>Tue, 17 Jun 2026 00:00:00 +0000</pubDate>
      <author>hello@girlworldproducts.com (Rebecca Fenter)</author>
      <description>I didn't start out trying to build a company. I started out noticing patterns I couldn't stop seeing. Design decisions are rarely just design decisions. They are expressions of incentives. Of constraints. Of what a system is allowed to prioritize.</description>
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