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it's like r/ #Design but we pay you #Bitcoin for your #posts ⚡️𝙻𝚒𝚐𝚑𝚝𝚗𝚒𝚗𝚐? 𝑆𝑢𝑟𝑒! deSign_r@coinos.io 🔮 𝚗𝚘𝚜𝚝𝚛? 𝑌𝑒𝑠!... deSign_r@iris.to
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deSign_r 3 months ago
Byte - a visual archive ![](https://m.stacker.news/117058) # Bite? Before Hackernews, before Twitter, before blogs, before the web had been spun, when the internet was just four universities in a trenchcoat, there was *BYTE*. A monthly mainline of the entire personal computing universe, delivered on dead trees for a generation of hackers. Running from September 1975 to July 1998, its 277 issues chronicled the Cambrian explosion of the microcomputer, from bare-metal kits to the dawn of the commercial internet. Forget repackaged corporate press releases—*BYTE* was for the builders. Inside, you'd find Steve Ciarcia teaching you to build a speech synthesizer from scratch, the inner details of a RISC pipeline, deep dives into the guts of Smalltalk, and Jerry Pournelle’s legendary columns from Chaos Manor. This wasn't just about what a computer could do, but *how* it did it. The source code of a revolution that continues to this day. # What? This zoomable map shows every page of every issue of BYTE starting from the front cover of the first issue (top left) to the last page of the final edition (bottom right). The search bar runs RE2 regex over the full text of all 100k pages. The archive itself is not new, scans of BYTE have long existed on the Internet Archive and elsewhere on the net – but I hope seeing everything in single, searchable place offers a unique perspective. # Why? > _"[...] pop culture holds a disdain for history. Pop culture is all about identity and feeling like you’re participating. It has nothing to do with cooperation, the past or the future—it’s living in the present. I think the same is true of most people who write code for money. They have no idea where [their culture came from]—and the Internet was done so well that most people think of it as a natural resource like the Pacific Ocean, rather than something that was man-made._ > `—Alan Kay, on Computing, Dr. Dobb’s Interview with Alan Kay` The relationship between Computing and its history is that of a willful amnesiac. We discard the past as fast as possible, convinced it cannot possibly contain anything of value. This is a mistake. The classic homilies are accurate: Failing to remember the past we are condemned to repeat it – as often as tragedy as farce.
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deSign_r 3 months ago
Byte - a visual archive ![](https://m.stacker.news/117058) # Bite? Before Hackernews, before Twitter, before blogs, before the web had been spun, when the internet was just four universities in a trenchcoat, there was *BYTE*. A monthly mainline of the entire personal computing universe, delivered on dead trees for a generation of hackers. Running from September 1975 to July 1998, its 277 issues chronicled the Cambrian explosion of the microcomputer, from bare-metal kits to the dawn of the commercial internet. Forget repackaged corporate press releases—*BYTE* was for the builders. Inside, you'd find Steve Ciarcia teaching you to build a speech synthesizer from scratch, the inner details of a RISC pipeline, deep dives into the guts of Smalltalk, and Jerry Pournelle’s legendary columns from Chaos Manor. This wasn't just about what a computer could do, but *how* it did it. The source code of a revolution that continues to this day. # What? This zoomable map shows every page of every issue of BYTE starting from the front cover of the first issue (top left) to the last page of the final edition (bottom right). The search bar runs RE2 regex over the full text of all 100k pages. The archive itself is not new, scans of BYTE have long existed on the Internet Archive and elsewhere on the net – but I hope seeing everything in single, searchable place offers a unique perspective. # Why? > "[...] pop culture holds a disdain for history. Pop culture is all about identity and feeling like you’re participating. It has nothing to do with cooperation, the past or the future—it’s living in the present. I think the same is true of most people who write code for money. They have no idea where [their culture came from]—and the Internet was done so well that most people think of it as a natural resource like the Pacific Ocean, rather than something that was man-made. > `—Alan Kay, on Computing, Dr. Dobb’s Interview with Alan Kay` The relationship between Computing and its history is that of a willful amnesiac. We discard the past as fast as possible, convinced it cannot possibly contain anything of value. This is a mistake. The classic homilies are accurate: Failing to remember the past we are condemned to repeat it – as often as tragedy as farce.
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deSign_r 3 months ago
Byte - a visual archive ![](https://m.stacker.news/117058) Before Hackernews, before Twitter, before blogs, before the web had been spun, when the internet was just four universities in a trenchcoat, there was *BYTE*. A monthly mainline of the entire personal computing universe, delivered on dead trees for a generation of hackers. Running from September 1975 to July 1998, its 277 issues chronicled the Cambrian explosion of the microcomputer, from bare-metal kits to the dawn of the commercial internet. Forget repackaged corporate press releases—*BYTE* was for the builders. Inside, you'd find Steve Ciarcia teaching you to build a speech synthesizer from scratch, the inner details of a RISC pipeline, deep dives into the guts of Smalltalk, and Jerry Pournelle’s legendary columns from Chaos Manor. This wasn't just about what a computer could do, but *how* it did it. The source code of a revolution that continues to this day.
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deSign_r 3 months ago
# What #creative #ideas have you been rambling on? image This post is part of a series. It is meant to be a place for anyone to discuss a #WIP #projects, or an #idea worth to #build. Regardless of your #project being personal, professional, physical, digital, or even simply an #idea to brainstorm together. If you have any creative projects or ideas that you have been working on or want to eventually work on... This is a place for discussing those, gather initial feedback and feel more energetic on bringing it to the next level. ₿e #Creative, have #Fun, share it at #Design #innovate #innovation #creativity #createopportunities #Creator #create
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deSign_r 3 months ago
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deSign_r 3 months ago
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deSign_r 3 months ago
The shortest path from thought to action https://medium.com/design-bootcamp/the-shortest-path-from-thought-to-action-e1c0c468b2b4 ![](https://m.stacker.news/116816) <sub>From early graphical desktops to touch, spatial, and gesture-based systems, human–computer interaction continues to expand beyond screens into multimodal, immersive, and embodied experiences.</sub> When psychologist Paul Fitts published his 1954 paper on human motor control, he likely had no idea that his insights would one day guide the design of everything from smartphones to virtual worlds. Fitts conducted his experiments using simple physical apparatuses, such as levers, styluses, and lighted targets, to measure how quickly participants could move and point to targets of varying sizes and distances. These experiments were precursors to the pointing and selection tasks that would later define human–computer interaction.
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deSign_r 3 months ago
How to be Amazing at Graphic Design without being an Artist — Feeling Creative? ![](https://m.stacker.news/116815) I have never much been into art. Don’t get me wrong, I like looking at it and admiring it but I have never wanted to learn to be an artist myself. However through my work at Timeclock.Kiwi I have slowly become very good at making beautiful interfaces, icons and pictures and now regularly create new things that look great whilst still not being able to draw. The reason this happened is because I would be making interfaces for the programs my team were developing so was forced to figure out methods that worked for me to get the job done. So now I want to teach you my ways.
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deSign_r 3 months ago
New York City Merit Badges ![](https://m.stacker.news/116549) “New York City Merit Badges”: Living in New York is a badge of honer, so creative agency Zulu Alpha Kilo New York created these limited edition embroidered patches featuring the experiences that make someone a true New Yorker, to encourage pride in the city in voting season. The iron-on badges include rites of passage like crying openly in public, hauling a couch to your fifth-floor apartment, and using your oven for storage. Designed by New York illustrator Clara Kirkpatrick and produced locally, all proceeds are supporting GoVoteNYC.
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deSign_r 3 months ago
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deSign_r 3 months ago
Good from Afar, But Far from Good: AI Prototyping in Real Design Contexts ![](https://m.stacker.news/116354) ![](https://m.stacker.news/116355) ## Summary: AI prototyping tools follow general directions but lack the judgment and nuance of an experienced designer. Over the past few months, the UX design field has been flooded with AI-powered prototyping tools that generate interfaces instantly from natural-language prompts. Despite the massive marketing hype, our evaluation with real design scenarios revealed that these tools can follow instructions to achieve a general goal, but they lack the sophistication to weigh design tradeoffs and produce thoughtful, high-quality designs without extensive guidance from humans.
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deSign_r 3 months ago
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deSign_r 3 months ago
Architectural debt is not just technical debt ![](https://m.stacker.news/116237) We always made a distinction between code debt and architecture debt: code debt being the temporary hacks you put in place to reach a deadline and never remove, and architectural debt being the structural decisions that come back to bite you six months later. While I agree that implementing software patterns like the strangler pattern or moving away from singletons is definitely software architecture. Architectural debt goes way beyond what you find in the code. **How I see technical architectural debt these days.** As an enterprise architect I still mostly complain about architectural debt and estimates that are seen as deadlines. That much certainly hasn’t changed. These days, I’m less concerned with how the software itself works. That’s just not feasible when your organization has hundreds of applications. My main concerns are more about how these applications interact with the rest of the landscape. How the data flows, where data lives, whether there are bottlenecks, who’s going to maintain it, and what role will this application have in the future. In an enterprise environment this is inevitable. There are so many applications and more than half of them are 3rd party SaaS applications. You need to keep on top of what you can control and let go of the parts you can’t.
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deSign_r 3 months ago
InclusiveColors accessible palette creator ![](https://m.stacker.news/116233) This a tool for making custom branded color palettes for web and UI design that are built from the ground up to meet accessible contrast requirements for WCAG, ADA and Section 508. Key features: Instead of only working with a handful of colors, you can create a whole palette of swatches at the same time so you can see if they look good together. Precise control of every shades/tints in each swatch rather than being limited by autogenerated colors. See which color pairs contrast as you edit so you can create a palette with built-in WCAG accessibility. This way you can plan ahead which foreground colors for headings, body text, form fields and so on should contrast on which background colors. You can then create designs with your colors more quickly and with less hassle because you'll already know which color pairs have accessible contrast. Lots of export options for palettes so you can import colors into Tailwind, CSS projects, Adobe InDesign/Illustrator/Photoshop, Procreate, Affinity Designer and more.
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deSign_r 3 months ago
Software design is refinement, not abstraction ![](https://m.stacker.news/116022) James Koppel tells us that software engineers keep using the word “abstraction” and that he does not think it means what they think it means. I believe that he is correct, and that the confusion over the term abstraction comes from thinking that programming is about abstraction. Programming is refinement, not abstraction. You take your idea of what the software should be doing and you progressively refine that idea until what you get it so rote, so formulaic, so prescribed, that you can create a plan that a computer will follow reliably and accurately. Back in the day, that process used to be done literally in the order written as a sequence of distinct activities.
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deSign_r 3 months ago
Design Contest Results and Lessons Learned ![](https://m.stacker.news/116018) ![](https://m.stacker.news/116020) Over the last few weeks we ran a focused community contest to refresh the PHP 8.5 release page. Thank you to everyone who submitted, reviewed, voted, and discussed. > **Note about future redesigns** > This contest was an experiment for a single release page. We might not use the same approach for a broader homepage redesign. If we did run a contest again, we would separate tracks (on-brand update vs blue-sky concept), use a dedicated voting tool or randomized ordering, keep log-damped voting, and set a 50/50 jury/community split with clearer criteria and a small shortlist honorarium.
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deSign_r 3 months ago
Game design is simple, actually ![](https://m.stacker.news/116017) # So, let’s just walk through the whole thing, end to end. Here’s a twelve-step program for understanding game design. Some of you may not like this deconstructive view on how games are designed. That’s okay. Personally, I find it best to poke and prod at a problem, like “how do I get better at making games?” and treat it as a game. And that’s what I have done my whole career. The above is just my strategy guide. Someone else will have different strategies, I guarantee it. But I also guarantee that if you get better at the above twelve things, you will get better at making games. This is a pragmatic list. And it will be helpful for making narrative games, puzzle games, boardgames, action games, RPGs, whatever. I breezed through it, but there are very specific tools you can pick up underneath each of these twelve things. It really is that simple, but also that hard, because that’s a frickin’ long list if you want to actually dive into each of the twelve. What that also means is that people designing games fail a lot at it. You might say, “can’t they just do the part they know how to do, and therefore predictably make good games?” No, because players learn along with the designers. If you just make the same game, the one you know how to make, the players get bored because it’s nothing but problems they have seen before and already have their answers to. Sometimes, they get so bored that an entire genre dies. And if you instead make it super-complicated by adding more problems, it might dissolve into noise for most people. Then nobody plays it. And then the genre dies too! Game designers will routinely fail at making something fun. When the game of making games is played right, it is always right outside the edge of what the designers know how to do. That’s where the fun lives, not just for the designer, but also for their audience. That’s it, the whole cheat sheet. That’s it.
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deSign_r 3 months ago
Celebrating global creativity, innovation, and design excellence https://www.designmasterprize.com/the-2025-dmp-winners-revealed/ ![](https://m.stacker.news/115855) # DESIGN THAT INSPIRES: THE 2025 DESIGN MASTERPRIZE WINNERS REVEALED The 2025 Design MasterPrize (DMP) proudly announces this year’s winners, recognizing outstanding achievements in Product Design and Graphic & Communication Design. Now in its second year, the DMP continues to celebrate creativity that moves industries forward and connects design with human experience. Selected by an international jury of designers, creative directors, and industry leaders, the 2025 winners represent the very best examples of innovation, functionality, and artistic vision. This year’s awards received submissions from across the globe, reflecting the remarkable diversity and creativity that define today’s design landscape.
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deSign_r 3 months ago
Dithering - Understanding how dithering works, visually. ![](https://m.stacker.news/115856) I’ve always been fascinated by the dithering effect. It has a unique charm that I find so appealing. I was even more amazed when I learned how dithering works. Look closely, and you’ll see this animation is made of alternating black and white pixels. But these black and white pixels are specifically arranged to create the illusion of multiple shades. That’s what dithering does: it simulates more color variations than what are actually used. Here, it uses black and white to give the impression of multiple gray shades. To me, dithering is about creating the most out of what we have, and that's what amazes me the most! It inspired me to learn more about it, and now I want to share what I’ve learned...