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How designers see the icons / how I see the icons

https://miro.medium.com/v2/resize:fit:1400/0*X5Zz-PxT8087KG2...


Oh my god, this is ugly as fuck.

It reminds me a study about the perception of beauty among students of arts.

Before they start their studies, their perception of beauty is similar to everyone's.

But as they go through their course, their perception starts to shift. What they see as "beautiful" doesn't match the perception of others.

They learn what "skeuomorphism" is, and suddenly everything must be flat and undifferentiated.


Christopher Alexander’s “Notes on the Synthesis of Form” blames this phenomenon for the crimes of architecture schools of late.

He calls it a craft becoming “self-conscious,” i.e. the architect’s role is not to create a place to live, but to be an architect, which necessarily entails “competing” against other architects. Nobody wins design competitions by creating the 1000th example of a tried and true form, they do it by pushing the boundaries of other architects’ sensibilities, which are already far afield of a normal person’s. Most results are therefore complete garbage.


I agree, this looks like designers showing off to other designers. It looks suspiciously similar to Dropbox's 2017 design system that thankfully never became mainstream -- https://www.awwwards.com/inspiration/dropbox-design-system


The only thing I see on the Awwwards page is the GIF of Sharp Grotesk font family, which is used on Dropbox homepage. dropbox.design doesn’t open for me, so I’m not sure about other elements of their redesign.


I think it's actually less flat, with more affordances (though not quite skeuomorphic).

Basically "oops we made it too flat, let's make those buttons big and colourful so people can see them again". It's a step forward after two steps back.


It's worth comparing to where it came from: https://m1.material.io/

v3 is flatter than the flat design that v1 was a reaction against because it had such bad affordances.


tbf, mature tastes are often different. it's not good or bad, it's just different. for example, people who drink a lot of old red wines have developed a taste for it.

yes, it drags people away from the mean, but that doesn't stop large segments of the population from acquiring certain tastes (e.g. coffee).

as a long-time user of tech devices, your tastes too have been dragged in certain ways, even if you couch yourself as an average user.

fwiw. i love android, but I do not really care for their current design direction.

(by the way, you might want to look up skeumorphism. material isn't skeumorphic, almost by intention.


> It reminds me a study about the perception of beauty among students of arts.

Do you know which particular study this was? I would like to read it.


I don’t think is ugly, it is just that it feels like every trendy company webpage copied and pasted the same design:

http://shopify.com/ https://tailwindcss.com/


“Before one studies Zen, mountains are mountains and waters are waters; after a first glimpse into the truth of Zen, mountains are no longer mountains and waters are no longer waters; after enlightenment, mountains are once again mountains and waters once again waters.”

- Dōgen


Blender had moderate success when it was closed source, but not enough to pay its development, so it was going to die.

After its creator raised €100,000 to release it under the GPL, Blender became the leading open-source 3D tool it is today.

And they make enough money from recurring donations, service subscriptions, merchandise, conferences and trainings.


Blender is great, I also use it. It's a nice example on how a non-developer tool is successful with open source.

There are/were plenty of open source RPG makers, but they never gained any real traction.

I considered open sourcing my product in the past (did so with a previous game), so maybe one day. I still have some big things planned :).


I think Blender was (and still is) exceptionally good at community building. Just freeing your product might not get you enough traction by itself.


Blender itself is also over 20 years old. And it struggled a lot even when opt source until several things came together at once. A mix of a UX overhaul, autodesk pissing off the community, and outreach yielding fruit as corporations experimented with adoption.

I'm not sure if we had that perfect storm in game engines yet. Unity fumbled big time, but Godot wasn't quite mature enough to fully take advantage of that opportunity.


>Just freeing your product might not get you enough traction by itself.

Plus not everyone wants to give their product away. I see that advice all the time here and reddit and other places, "just opensource it" as if that's a solution to every problem a creator might have. I even saw it on a gamedev subreddit where a guy was asking how to make more money and people were saying to make it opensource, as if making it free would somehow increase sales for him.


Clearly you are unfamiliar with the process. Step 1, open source project. Step 2. Step 3, profit.


* Step 1: Ask for $100,000 to fund the start-up

* Step 2: Open source project

* Step 3: Find other streams of revenue (donations, grants, subscriptions, sponsorships)


You'll probably love [TIC-80](https://tic80.com/).


Looks like a really nice and polished project!

A note to the author -- if you ever considered going open source, you could use the same strategy used by Ton Roosendaal to open source Blender:

In July 2002, Ton launched a campaign called "Free Blender" to raise money (100,000 EUR) directly from the community. To everyone's surprise and delight the campaign reached the goal in only seven short weeks.

In October 2002, Blender was released under the GNU GPL. Roosendaal created the Blender Foundation to manage development, and the project kept growing from there. Today, Blender is one of the most popular 3D creation tools, used by professionals, hobbyists, and even studios.

Being free and open source allowed Blender to power countless creative projects, including the 2025 Oscar-winning film Flow.

This would've been much harder if the tool had stayed behind a paywall.


This is a great comment. It's notable that this is a possible path to mutual success.

But on the other hand, $100k seems like quite a small one-time payout for a huge amount (obviously years) of effort, unless someone has exhausted all other plans to continue trying to compete with established software by commercializing their project.


Yes, $100K was a relatively small sum -- but the company that owned the rights was going bankrupt, and Blender was going to die.

For a lucrative game, a reasonable value would be 2 to 4 years of earnings.

For example: if the product makes $10K/month:

    $10k × 36 (a mid-range multiple) = $360,000
With this amount, the author would have at least 3 years of headway, with a much larger open source community.


>In July 2002, Ton launched a campaign called "Free Blender" to raise money (100,000 EUR) directly from the community. To everyone's surprise and delight the campaign reached the goal in only seven short weeks.

Seems like he should have set a higher goal.


They were essential for branching with GOTO and GOSUB.

Example:

    10 PRINT "HELLO ";
    20 GOTO 10
This would create an infinite loop that you could break with Ctrl+C.

You could then type:

    15 PRINT "WORLD ";
And when you listed the source code (with the command LIST) you would see:

    10 PRINT "HELLO ";
    15 PRINT "WORLD ";
    20 GOTO 10


Chinese EV makers are very popular in Europe and Asia.


There was an interesting text, by Isaac Asimov, where he explained in a very clear way the historical importance of logarithms -- they allowed Kepler to finalize his work by replacing tables of multiplications (which were difficult and error-prone) with sums.



The election of Donald Trump shows that the world needs to become independent from the U.S.

This is a video about Digital Sovereignty in Europe:

https://www.youtube.com/watch?v=uWS8J2Zs7KQ


Posted on an American video sharing site…

If this is something you truly believe in, lead by example.


Which platform do you recommend?


Posted on an international video sharing site, with global teams.

But don't worry, the decoupling is happening.


It probably depends on the benchmark you choose; according to Chatbot Arena, Deepseek-R1 ranks similarly to o1-2024-12-17; and Grok3 is just 3% above these models in "Arena Score" points.


Chatbot Arena is not really a great benchmark imo


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