All designers have an origin story, and mine is rooted in a childhood obsession with fictional and futuristic interfaces. I watched science fiction not for the story or characters, but for a glimpse at what a computer could be.
One of my favorites was Star Trek and the LCARS (Library Computer Access/Retrieval System) interface for the ship’s computers. Here is an interface that breaks free from the rectangle! It uses lots of colors and sounds! It’s fantastic.
I can’t wait to find a reason to build something with this.
I’m fascinated by the way that CSS, as it becomes more powerful, can be used as a visual language for representing the physical world. Combined with the longevity of the web, which strives to never break backwards compatibility, it’s a powerful tool for sending information into the future.
I grew up dreaming about the esoteric user interfaces seen in science fiction films, many of which featured circular screens, control panels, and UIs. Now we can achieve those with CSS!
I also love the whimsical nature of Orbit’s API, which requires a single “big bang” element on the page, and uses a “gravity-spot” class for creating an area with a radial layout. The library comes with support for adding orbits, slices, satellites, capsules, and more around user-defined gravity spots.
Humane (the mysterious company founded by ex-Apple executives) has finally revealed the name of the product they’re hoping to ship this year: the Humane Ai Pin.
I’m as skeptical as the next person about AI and wearables and really anything with as much hypebeast marketing as this product has received. But if I put my skepticism aside for a moment I’m able to appreciate this for what it is—a group of people trying to create a new kind of computer and computing paradigm.
There’s a bit of footage out there of the device in action, but regardless of the specifics I think it’s essential that we never stop asking ourselves what a computer could or should be.
I’m finally getting around to playing Ghost of Tsushima which is impressive all around. But the thing that has impressed me most is… wind??
The game rejects the normal interface of a minimap to guide players, and instead uses the wind and the environment to show the way forward.
When The Guiding Wind blows in Tsushima, the entire game world responds. The trees bend over, pointing you onward. The pampas grass ripples like the surface of water. Leaves and petals swirl around the scene. The controller emits the sound of gusting wind, and the player can swipe the touch pad to blow the winds and set the environment in motion.
Such a simple mechanic is so unexpected and beautiful and calming in a world of cutting edge graphics and 4K 60FPS VR madness. Video games (and everything else) today are so over the top, but in the end it’s something simple like the wind that gets you.