Bandai Role Play Toy Set DX Legend Rider Gochizo 01 Multi-Color
Bandai Role Play Toy DX Gochizo Vrocan Gochizo Multi-Color
Bandai Role Play Toy Set DX Rider Gochizo 02 Multi-Color
Bandai Role Play Toy Set DX Legend Rider Gochizo 02 Multi-Color
Bandai Role Play Toy DX Gotcharigniter Multi-Color
Bandai Toy DX Zoonzoom Shokablaster Multi-Color
Bandai Toy DX Boonboom Controller Multi-Color
Bandai Role Play Toy DX Legend Kamen Riser Multi-Color
Bandai Role Play Toy DX Gotcharge Gun Multi-Color
Bandai Role Play Toy DX Vrocangatling Multi-Color
Bandai Role Play Toy DX Exgotchalibur Multi-Color
Bandai Toy Boomboom Handle Multi-Color
Bandai Role Play Toy DX Gavv Whippia Caking Gochizo White
Bandai Role Play Toy DX Henshin Belt Gavv Red
Bandai Role Play Toy DX Gavvgablade Gochispeeder Multi-Color
Bandai Role Play Toy Set DX Valenbuster Buckle Multi-Color
Bandai Role Play Toy Henshin Belt DX Legendriver Multi-Color
Bandai Role Paly Toy DX Vrastumgear Multi-Color
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Then the question arises: where’s the content? Not there yet? That’s not so bad, there’s dummy copy to the rescue. But worse, what if the fish doesn’t fit in the can, the foot’s to big for the boot? Or to small? To short sentences, to many headings, images too large for the proposed design, or too small, or they fit in but it looks iffy for reasons.
A client that’s unhappy for a reason is a problem, a client that’s unhappy though he or her can’t quite put a finger on it is worse. Chances are there wasn’t collaboration, communication, and checkpoints, there wasn’t a process agreed upon or specified with the granularity required. It’s content strategy gone awry right from the start. If that’s what you think how bout the other way around? How can you evaluate content without design? No typography, no colors, no layout, no styles, all those things that convey the important signals that go beyond the mere textual, hierarchies of information, weight, emphasis, oblique stresses, priorities, all those subtle cues that also have visual and emotional appeal to the reader.