<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Inventory on Haxlys's Blog</title><link>https://hugo-blog-static-site.haxlys.workers.dev/mental_models/inventory/</link><description>Recent content in Inventory on Haxlys's Blog</description><generator>Hugo -- 0.152.2</generator><language>kr-ko</language><lastBuildDate>Wed, 08 Jul 2026 23:50:06 +0900</lastBuildDate><atom:link href="https://hugo-blog-static-site.haxlys.workers.dev/mental_models/inventory/index.xml" rel="self" type="application/rss+xml"/><item><title>GenUI 디자인 — AI가 UI를 만들 때 디자이너가 설계해야 하는 것</title><link>https://hugo-blog-static-site.haxlys.workers.dev/posts/designing-for-genui-ai-builds-ui/</link><pubDate>Wed, 08 Jul 2026 23:50:06 +0900</pubDate><guid>https://hugo-blog-static-site.haxlys.workers.dev/posts/designing-for-genui-ai-builds-ui/</guid><description>gskinner의 GenUI 글을 바탕으로, AI가 런타임에 UI를 조립하는 시대에 디자이너의 일이 화면 설계에서 규칙, 컴포넌트, 가드레일 설계로 어떻게 이동하는지 정리했다.</description></item></channel></rss>