zurb.com
ZURB is a product design company that helps organizations design better experiences through research-driven design strategy, interaction design, and branding.
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- English
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- 1999
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More questions →What Is Design Thinking and How Can You Use It to Generate Ideas Faster?
Design thinking is a structured way to solve problems by starting with the people affected and working toward ideas you can test. You can use it to generate value-based ideas faster by compressing the ideation phase into a short, time-boxed routine — often 30 minutes or less — and using gamification to keep a team engaged and cooperative. This approach fits best when you have a vague problem, a small team, and no appetite for a long research cycle. It fits poorly when the problem is already well-defined and you just need to execute.
The Core Stages in Plain Terms
Design thinking is usually described in five stages. They are not a rigid sequence — you loop back as you learn.
| Stage | What you actually do | Output |
|---|---|---|
| Empathize | Talk to or observe the people who have the problem | Notes on what they feel, say, and struggle with |
| Define | Turn those notes into one clear problem statement | A sentence describing whose problem and why it matters |
| Ideate | Generate many possible solutions without judging them yet | A long list of candidate ideas |
| Prototype | Build the cheapest version that lets someone react | A sketch, mockup, or rough script |
| Test | Put it in front of real people and watch what happens | Evidence for what to keep, change, or drop |
The stage most teams rush is define. If your problem statement is vague, every idea afterward will be vague too. A useful test: can two people read your problem statement and agree on what would count as a good solution?
Why Gamification Speeds Up Ideation
The ideation stage fails for predictable reasons: people self-censor, one voice dominates, and the group converges on the first decent idea. Gamification addresses each of these by changing the rules rather than the people.
- Time pressure forces quantity over polish. A short round produces more raw material than an open-ended discussion.
- Turn-taking rules stop the loudest person from filling the room.
- Scoring or constraints make unusual ideas feel like winning rather than risk-taking.
- Visible progress keeps energy up when the problem is hard.
Myndset, a tool built for the ideation phase of a business idea or product, applies gamification specifically so that "everybody can be a creator" — the point is to lower the barrier to contributing, not to make ideation feel like a competition you can lose.
A 30-Minute Ideation Routine
This routine turns a vague problem into value-based ideas you can act on. It assumes a small group (3–6 people) and a problem you have at least some direct knowledge of.
Before you start (5 minutes, one person): Write the problem as a single sentence in the form "How might we help [who] do [what] so that [why it matters]?" Bring it to the session. If you cannot fill in the "who," spend the first minutes of the session on that instead.
Minutes 0–5 — Frame. Read the problem statement aloud. Ask each person to say one thing they know about the people affected. Write these where everyone can see them. This is the empathize-and-define step compressed.
Minutes 5–15 — Diverge. Run two or three short rounds. Each round has a constraint, for example: ideas that cost nothing, ideas that take under a day, ideas that would embarrass you to propose. Everyone writes in silence, then reads one idea each in turn. No criticism during this block.
Minutes 15–25 — Converge. Group the ideas by theme. For each theme, ask: who benefits, and what would have to be true for this to work? Keep the ideas where you can name a specific beneficiary. Those are your value-based candidates.
Minutes 25–30 — Pick and commit. Choose one or two ideas to prototype. Assign one person and one deadline. The prototype should be something a real person can react to within a few days.
How to verify it worked: you should end with a written problem statement, a list of ideas grouped by theme, at least one named beneficiary per surviving idea, and one assigned prototype. If you have ideas but no named beneficiary, you are not done.
Common Sticking Points
- The problem statement keeps changing. That usually means you skipped real empathy work. Go talk to two people before the next session.
- One person generates everything. Add a silent-writing round before any discussion. It is the single most effective fix.
- Ideas all sound the same. Change the constraint. "Ideas that cost nothing" and "ideas that take under a day" produce different thinking than "ideas that scale."
- The group picks the safest idea. Ask what the idea would look like if it had to be ten times bolder, then ask what part of that is actually feasible this week.
- Nobody wants to prototype. Shrink the prototype until it feels trivial. A sketch or a two-line script counts.
Team Dynamics Matter More Than the Method
The stages are easy to learn; the cooperation is what determines whether you get useful ideas. The evidence around team ideation points to a few things worth building deliberately:
- Cooperation over solo work. Groups that build on each other's contributions produce more original combinations than individuals working alone — but only if contributions are visible to everyone.
- Stronger bonds. Shared creative work builds trust faster than status updates, which makes later disagreement easier to handle.
- Better dialogue. Structured turn-taking turns conversation into something where quieter members actually speak.
- Aligned vision. When everyone helps shape the problem statement, they stop arguing about goals later.
The practical takeaway: do not go solo on the ideation step if you have a team available. Even one other person changes the quality of what you produce.
Start Today
Pick one real problem you are facing. Write it as a "How might we" sentence. Set a 15-minute timer and generate ten ideas under a single constraint. Circle the ones where you can name who benefits. That is the whole loop — the five stages and the gamification are just ways of making it repeatable and keeping a team in it.
What Is Design Strategy and How Do You Use It to Turn Ideas into Measurable Outcomes?
Design strategy is the practice of connecting user needs and business goals to specific, measurable outcomes before and during design work. You use it by defining the problem through research, setting target metrics and baseline measures, then moving through concepts, prototypes, and validation with those metrics as the test of success. It fits teams that have a product idea but no shared definition of what "working" means—and it requires that you can measure the current state before you change it.
The core mechanism: strategy as a measurement contract
A design strategy is not a style guide or a mood board. It is an agreement about three things:
- Who the design serves (key audiences, prioritized).
- What behavior or perception should change (engagement, applications, usability, sentiment).
- How much change counts as success, measured against a baseline.
ZURB describes its work as turning "bold ideas into measurable progress," using design to "uncover clarity, drive growth, and solve the problems that hold teams back." That framing is the useful part: the strategy's job is to make the outcome explicit enough that you can tell afterward whether it happened.
Step 1: Research-driven discovery to clarify the problem
Before any interface work, assess the existing experience and the people using it. In the Indiana University Online example, ZURB helped the team "assess their site, understand user needs, and identify opportunities to improve clarity and performance." Note the order—assessment and user understanding came first, and the redesign followed from what those steps surfaced.
Practically, discovery should produce:
- A short list of priority audiences and what each needs to accomplish.
- The specific friction points in the current experience (navigation, clarity, credibility).
- A baseline number for each metric you intend to move.
If you cannot state the baseline, you cannot later claim improvement. Capture it before launch.
Step 2: Set target metrics tied to the problem
Choose a small number of metrics that map directly to the problem you identified. The ZURB case studies show what this looks like in practice:
| Project | Problem focus | Metrics reported |
|---|---|---|
| University of Oregon | Homepage serving key audiences, navigation, engagement | 28% higher engagement with target KPIs; 39% increase in positive impressions over baseline |
| Indiana University Online | Clarity and performance of program showcase | Applications up over 30%; page views up 39%; engagement up 80% |
| Hulu Press | Navigation, priority shows, press workflow speed and accuracy | Usability scores for all primary actions above 90%; overall sentiment up 75% across homepage variations |
| Xurrent Rebrand | Clarity, usability, credibility of complex pages | 56% jump in positive sentiment on homepage; 28% improved readability on complex technical pages |
Two patterns are worth copying. First, each project pairs a behavioral metric (applications, engagement, usability task success) with a perception metric (sentiment, impressions, readability). Second, every figure is expressed relative to a baseline, which is why the baseline step matters.
Step 3: Move from strategy to concepts and prototypes
With the problem and metrics fixed, generate concepts and build them into prototypes you can test. The IU Online work "led to new concepts and prototypes built with the Rivet design system"—a detail that matters: prototyping inside an existing design system keeps the test focused on structure and clarity rather than on novel visual styling.
A workable sequence:
- Concepts — sketch two or three distinct approaches to the defined problem, not variations of one.
- Prototypes — build the most promising concept to a fidelity where the target behavior can be exercised (e.g., can a user find a program and start an application?).
- Validation — test against the metric definitions from Step 2, using the same measurement method as the baseline.
Step 4: Validate against the baseline, then iterate
Compare post-change measurements to the pre-change baseline using the same instrument. If the metric definition or measurement method shifts between baseline and validation, the comparison is meaningless. Where a project spans multiple surfaces—as with Hulu Press, where usability scores were tracked across "all primary actions" and sentiment across "homepage variations"—report per surface rather than as a single blended number, so you can see which changes worked.
When this approach fits—and when it doesn't
Use a metrics-anchored design strategy when:
- You have (or can quickly gather) baseline data.
- Stakeholders disagree about what the redesign is for.
- The problem is clarity, navigation, credibility, or conversion rather than pure visual refresh.
It is a weaker fit when the work is genuinely exploratory branding with no behavioral surface to measure, or when no baseline can be captured before launch—in that case, define the metric and capture a baseline in the first iteration rather than skipping measurement.
Common sticking points
- Metrics chosen after the design. Pick them in discovery, or you will rationalize whatever the design produced.
- Too many metrics. The examples above each track two to four. More than that dilutes focus.
- Prototyping outside the design system. It confuses test results with styling preferences.
- Blended reporting. Aggregate scores hide which surface improved and which regressed.
The through-line in ZURB's published work—"We've helped 2500+ teams launch, learn, and lead"—is that the strategy's value shows up as a before-and-after number, not as a document. Build the measurement into the strategy from the first conversation.
What Is Interaction Design and How Does It Shape How People Use a Product?
Interaction design is the practice of shaping how people move through a product over time: what they see, what they can do next, and how the product responds. It covers the sequence of steps, the states a screen can be in, the feedback after an action, and the recovery path when something goes wrong. It matters most for multi-step products—onboarding, checkout, publishing, search—where success depends on the flow, not a single screen. ZURB, a product design company, describes its work as research-driven design strategy, interaction design, and branding, and frames the goal as turning ideas into outcomes you can measure.
How interaction design differs from adjacent disciplines
The boundaries are practical rather than rigid, but they help you assign work and review it correctly.
| Discipline | Core question | Typical output |
|---|---|---|
| Design strategy | Why are we building this, and for whom? | Positioning, priorities, success metrics |
| UX research | What do users need, and where do they struggle? | Interview findings, usability issues, journey maps |
| Interaction design | How does the product behave as the user acts? | Flows, states, prototypes, microinteractions |
| Visual design | How does it look and read? | Layout, type, color, component styling |
A simple test: if the question is "what happens after the user clicks this, and what do they see while it loads?", that is interaction design. If the question is "which shade of blue?", it is visual design.
The artifacts interaction designers produce
- Flows — the ordered path from entry point to completed goal, including branches and dead ends.
- States — empty, loading, partial, error, success, and permission-restricted versions of the same screen.
- Prototypes — clickable or coded versions used to test sequence before visual polish.
- Microinteractions — the small responses to a single action: a button confirming a save, an inline validation message, a progress indicator.
The states list is where most product teams under-invest. A flow that works only in the "happy path" state breaks the moment data is missing or a request fails.
How interaction design connects to measurable outcomes
Interaction quality shows up in metrics that are already tracked. ZURB's published case studies illustrate the link between interaction and behavior:
- University of Oregon — a homepage redesign aimed at better serving key audiences and improving navigation produced 28% higher engagement with target KPIs and a 39% increase in positive impressions over the baseline experience.
- Indiana University Online — assessment of user needs followed by new concepts and prototypes built with the Rivet design system led to applications increasing by over 30%, page views up 39%, and engagement up 80%.
- Hulu Press — a full redesign with a new CMS improved navigation and press workflows; usability scores across all primary actions rose above 90%, and overall sentiment improved by 75% across homepage variations.
- Xurrent — a rebrand and website rebuild made complex pages easier to understand and core flows more intuitive, with a 56% jump in positive sentiment on the homepage and 28% improved readability on technical pages.
These are outcomes reported by the design partner, not independently audited figures. Read them as directional evidence that flow and clarity changes move engagement and task metrics, not as guaranteed results.
How to improve interaction quality in practice
- Write the goal as a task, not a screen. Example: "A prospective student finds a program and starts an application," not "redesign the programs page."
- Map the flow including failure branches. List every decision point and what happens when the user picks the wrong option or abandons.
- Enumerate states for each key screen. Empty, loading, error, success. If a state has no design, it will be improvised in code.
- Prototype the riskiest step first. Test the step with the most drop-off, not the most visually interesting one.
- Run a usability test with a concrete task. Watch where users hesitate or backtrack; hesitation usually marks a missing state or unclear next action.
- Iterate and re-measure. Compare task completion and engagement against the pre-change baseline, as in the case studies above.
Verification: the change worked if users complete the target task with fewer wrong turns and the tracked KPI moves against a recorded baseline. If engagement rises but task completion does not, you may have improved appeal without improving the interaction.
Common sticking points
- Designing screens instead of sequences. Each screen looks fine alone but the transitions are undefined.
- Skipping error and empty states. These are where users most often get stuck.
- Treating prototypes as deliverables. A prototype exists to answer a question; if no question is stated, the test produces opinions.
- Measuring too late. Without a baseline before the change, you cannot attribute movement to the redesign.
Choosing where to start
If your product has a clear flow with visible drop-off, start with flow mapping and state enumeration—that is the highest-leverage interaction work. If you cannot yet say which flow matters, start with research to locate the problem before designing behavior. If the flow is sound but the product feels dated, the gap may be visual rather than interaction design, and a rebrand-style effort is the better fit.
What Is ZURB and What Design Services Does It Offer?
ZURB is a product design company that has worked with ambitious teams for over 25 years, helping them turn ideas into measurable outcomes. It is best suited to organizations that need research-driven design strategy, interaction design, branding, or a full website redesign—and that want results tracked against concrete metrics rather than subjective approval. According to ZURB's own site, it has helped 2,500+ teams launch, learn, and lead.
What ZURB Does
ZURB positions design as a way to "uncover clarity, drive growth, and solve the problems that hold teams back." Its stated approach is research-driven: understand users and the business problem first, then design and prototype against that understanding. The site's framing is outcome-oriented—"Turn ideas into outcomes you can measure"—which is the clearest signal of who the company is for: teams that will judge design work by engagement, conversion, usability, or sentiment metrics.
Core Services
Based on the site's service and case descriptions, ZURB's offering falls into four areas:
| Service area | What it involves | Evidence from the site |
|---|---|---|
| Design strategy | Assessing a site or product, understanding user needs, identifying opportunities to improve clarity and performance | Indiana University Online engagement began with an assessment of the site and user needs |
| Interaction design | New concepts and prototypes for core flows and pages | IU Online concepts and prototypes built with the Rivet design system |
| Branding and rebrand | New brand identity and website that unify how an organization tells its story | Xurrent Rebrand |
| Website redesign and CMS | Complete redesigns, plus content management systems that simplify publishing | Hulu Press redesign and new CMS |
| Web audit | A free web audit offered as an entry point | "Get a free web audit" call to action |
The site also lists a community side—articles, a forum, a podcast, Q&A, and experiments—which reflects ZURB's long history of publishing design thinking content alongside client work.
What the Case Results Look Like
ZURB publishes outcome metrics with its case studies, which is useful for judging fit. The four featured projects:
- University of Oregon — homepage redesign to better serve key audiences and improve navigation. Reported 28% higher engagement with target KPIs and a 39% increase in positive impressions over baseline.
- Indiana University Online — site assessment, user-needs work, and new concepts/prototypes using the Rivet design system. Applications increased over 30%, page views rose 39%, and engagement rose 80%.
- Hulu Press — complete redesign plus a new CMS to simplify publishing and press workflows. All usability scores for primary actions improved to over 90%, and overall sentiment improved 75% across homepage variations.
- Xurrent Rebrand — new brand and website improving clarity, usability, and credibility. A 56% jump in positive homepage sentiment and 28% better readability on complex technical pages.
These are the company's own reported figures, so treat them as claims to discuss and verify in a scoping conversation rather than independent benchmarks. Still, the pattern matters: each case names a specific metric and a before/after change, which tells you what kind of accountability ZURB builds into a project.
How to Decide If ZURB Fits Your Needs
ZURB is likely a good fit if:
- You have a defined problem—a homepage that underperforms, a site that confuses users, a brand that no longer reflects the organization—and you want it measured.
- You need strategy and execution together, not just visual polish.
- You are open to research and prototyping before a full build.
- You work with an existing design system (as with IU Online's Rivet) or need one unified.
It may be less of a fit if you need only a small, one-off production task, or if you cannot commit to defining success metrics up front—since the company's whole pitch rests on measurable outcomes.
A practical next step is the free web audit offered on the site: it gives you a low-commitment way to see how ZURB evaluates a page and whether its diagnosis matches the problems you already suspect. From there, ask for case studies in your sector and for the specific metrics they would propose tracking on your project.
What Does Design Mean in Stainless Steel Fabrication?
In stainless steel fabrication, design means engineering the part so it can actually be made: setting dimensions, material grade, joint and weld details, finish and tolerances, then checking that the workshop can cut, form, weld and finish it as drawn. It is not graphic design or product styling. This stage matters whenever you need a bespoke stainless item — a frame, tank, duct, pipework run or enclosure — and it usually starts from your sketch, sample or drawing rather than a finished CAD model.
What the design stage covers
Design work in a fabrication shop turns an idea into instructions the workshop can follow. That normally includes:
- Geometry and dimensions — overall sizes, bend radii, hole positions, and how parts fit together.
- Material grade — which stainless grade suits the environment (for example a grade chosen for corrosion resistance or for weldability). The fabricator should confirm the grade rather than assume it.
- Joint and weld details — where seams run, whether welds are visible or dressed, and how access is provided for the welder.
- Finish — the surface treatment required, such as a brushed, polished or other finish, and which faces are cosmetic.
- Tolerances — how accurate the finished part must be, since tighter tolerances generally mean more work.
How design decisions affect manufacture and cost
Most cost and lead-time differences between two apparently similar parts come from design choices, not from the amount of steel:
| Design choice | Effect on fabrication |
|---|---|
| Complex geometry with many bends | More forming steps, more chances of distortion |
| Welds in hard-to-reach positions | Slower welding, higher risk of defects |
| Visible, dressed welds | Extra finishing time |
| Tight tolerances | More checking and rework |
| Cosmetic finish on all faces | More handling and protection during work |
A design that is easy to weld and finish is usually cheaper and faster than one that only looks simple on paper.
Typical design-to-manufacture workflow
- Brief or sketch — you provide a drawing, sketch, photo or sample, plus what the part must do.
- Design review — the fabricator checks feasibility, suggests changes, and confirms grade, finish and tolerances.
- Agreed drawing — a dimensioned drawing or model is signed off before cutting starts.
- Fabrication — cutting, forming, welding and finishing to the agreed drawing.
- Inspection — the finished part is checked against the drawing and finish specification.
The design review step is where most problems are caught cheaply, before any material is cut.
Common design mistakes that cause delays
- Missing dimensions, or dimensions that do not add up.
- No material grade specified, or a grade that is hard to weld or form.
- Finish left undefined, so the workshop guesses.
- No tolerance stated, leading to disagreement at inspection.
- No allowance for weld distortion on large or thin panels.
- Cosmetic faces not marked, so they get scratched during handling.
Questions to ask a fabricator at the design stage
- Which grade do you recommend for this environment, and why?
- Can this be made as drawn, or would a small change reduce cost or lead time?
- Which faces are cosmetic, and how will you protect them?
- What tolerance can you hold, and how will it be checked?
- Will welds be visible, dressed or hidden?
- What do you need from me before you can quote and start?
Getting clear answers to these before fabrication begins is the practical way to avoid rework and unexpected cost.
Website Overview
An established domain and managed infrastructure suggest continuity of operations and may support dependable delivery, although neither guarantees service quality. Page metadata, canonical configuration and social previews work together to provide more consistent search and sharing presentation.
Domain and Registration
Registered in 1999, this domain has about 27 years of history. That suggests continuity, although ownership and purpose may have changed. Transfer-protection status is present, helping reduce the risk of unauthorized domain transfers. The registrar is Tucows Domains Inc., a widely used domain service provider. The domain uses the common .com extension, which is not an independent safety signal.
DNS and Email
Nameservers are provided by Cloudflare, indicating managed DNS hosting. MX records point to the Google Workspace email service. DNSSEC is enabled, allowing validating resolvers to authenticate signed DNS data. No CNAME was found; the observed records resolve directly to addresses. SPF and DMARC are configured. DKIM status is unknown.
TLS and Certificates
The public key uses EC with 256 bits. The server supplied a complete certificate chain. No organization name is present in the certificate; the available fields are consistent with domain validation. The certificate was issued by Let's Encrypt, commonly associated with automated certificate services. The certificate's total validity is about 89 days, consistent with a short renewal cycle.
HTTP and Browser Security
X-Powered-By exposes backend information: Phusion Passenger(R) 6.1.5. The response lacks these common security headers: X-Content-Type-Options, Permissions-Policy. The cf-ray response header indicates a CDN or caching proxy in the delivery path. No obvious internal addresses or debug information were found in the headers. The Server header identifies cloudflare without an exact version.
Technology Stack Analysis
The public page identifies Google Analytics, Cloudflare without precise versions, leaving fewer clues for version-specific scanning.
Search and Social Sharing
Twitter Card metadata is configured. The title has 29 characters, within a common display range. A meta description is present, with 158 characters. The observed directives allow indexing and link following. No Generator meta tag is publicly exposed.
Hosting and Email
Registration details
| Registrar | Tucows Domains Inc. |
|---|---|
| Registered | 1999-06-11 |
| Expires | 2028-01-18 |
| Domain status | client transfer prohibited、client update prohibited |
| Nameservers | josh.ns.cloudflare.com、zara.ns.cloudflare.com |
| DNSSEC | signed |
DNS records
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| MX | zurb.com | aspmx2.googlemail.com | 300 | 30 |
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| TXT | zurb.com | google-site-verification=E85lHu60Mb00oAjKuj9aVPqBW9N1-LfOAukalLI642E | 300 | — |
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| DMARC | _dmarc.zurb.com | v=DMARC1; p=quarantine; rua=mailto:[email protected],mailto:[email protected]; ruf=mailto:[email protected]; fo=1 | 300 | — |
TLS and certificates
HTTP response headers
| Header | Value |
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| content-type | text/html; charset=utf-8 |
| cache-control | max-age=0, private, must-revalidate |
| server | cloudflare |
| strict-transport-security | max-age=31536000; includeSubDomains |
| content-security-policy | style-src 'self' 'unsafe-inline' https://cdnjs.cloudflare.com/ajax/libs/font-awesome/4.4.0/css/font-awesome.min.css; img-src 'self' https://i0.wp.com https://helio.app https://notableapp.com https://*.zurb.com https://*.gravatar.com https://*.cloudfront.net https://zurb-dot-com-prod.s3.amazonaws.com https://www.google-analytics.com https://c0.froala.com https://fast.wistia.com https://embed-ssl.wistia.com https://embedwistia-a.akamaihd.net blob: data:; script-src 'self' 'unsafe-inline' 'unsafe-eval' https://js.intercomcdn.com https://widget.intercom.io https://js-agent.newrelic.com https://*.honeybadger.io https://*.cloudfront.net https://*.kissmetrics.com https://www.googletagmanager.com https://code.jquery.com https://dhbhdrzi4tiry.cloudfront.net/cdn/sites/foundation.js https://static.cloudflareinsights.com/beacon.min.js/v84a3a4012de94ce1a686ba8c167c359c1696973893317 https://www.google-analytics.com/analytics.js https://helio-embed.zurb.com:443/ https://helio-embed-staging.zurb.com/ https://helio-embed.zurb.com/ https://helio-embed-staging.zurb.com:443/ https://podcast.zurb.com/ https://podcast.zurb.com:443/ https://loz.zurb.com/ https://fast.wistia.com https://fast.wistia.net; frame-ancestors 'none' |
| x-frame-options | SAMEORIGIN |
| x-content-type-options | nosniff, nosniff |
| referrer-policy | strict-origin-when-cross-origin |
| set-cookie | Redacted |
Identified technologies
Pages, Search and Sharing
| Meta description | ZURB is a product design company that helps organizations design better experiences through research-driven design strategy, interaction design, and branding. |
|---|---|
| Canonical URL | https://zurb.com |
| Language | English (default) |
| Twitter Card | summary_large_image |
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8 rulesAll bots 0 allowed · 8 disallowed
- Disallow
/admin - Disallow
/api - Disallow
/users - Disallow
/rails/ - Disallow
/sidekiq - Disallow
/cable - Disallow
/*?q= - Disallow
/*?search= - Interval
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