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  1. 'The Alchemist' has a specific design goal: project absolute, albeit chaotic, reassurance. He is framed as a vital utility whose volatility serves as comic relief rather than a threat. This orchestration of safety amidst potential catastrophe is a critical narrative tool. Also, figured it would create some really interesting encounters and dialogues.

    #DesignPhilosophy #CharacterDesign #TTRPG #GameDesign

  2. 'The Alchemist' has a specific design goal: project absolute, albeit chaotic, reassurance. He is framed as a vital utility whose volatility serves as comic relief rather than a threat. This orchestration of safety amidst potential catastrophe is a critical narrative tool. Also, figured it would create some really interesting encounters and dialogues.

    #DesignPhilosophy #CharacterDesign #TTRPG #GameDesign

  3. 'The Alchemist' has a specific design goal: project absolute, albeit chaotic, reassurance. He is framed as a vital utility whose volatility serves as comic relief rather than a threat. This orchestration of safety amidst potential catastrophe is a critical narrative tool. Also, figured it would create some really interesting encounters and dialogues.

    #DesignPhilosophy #CharacterDesign #TTRPG #GameDesign

  4. 'The Alchemist' has a specific design goal: project absolute, albeit chaotic, reassurance. He is framed as a vital utility whose volatility serves as comic relief rather than a threat. This orchestration of safety amidst potential catastrophe is a critical narrative tool. Also, figured it would create some really interesting encounters and dialogues.

    #DesignPhilosophy #CharacterDesign #TTRPG #GameDesign

  5. 'The Alchemist' has a specific design goal: project absolute, albeit chaotic, reassurance. He is framed as a vital utility whose volatility serves as comic relief rather than a threat. This orchestration of safety amidst potential catastrophe is a critical narrative tool. Also, figured it would create some really interesting encounters and dialogues.

    #DesignPhilosophy #CharacterDesign #TTRPG #GameDesign

  6. The Servitor is intentionally ranked at a Threat Level 2/5. Why? Because hostility is a choice made by the player, not the NPC. By making them non-hostile until their environment is threatened, I force players to consider the cost of "looting." Is that scrap metal worth triggering a coordinated defensive strike from three hovering maidens?

    #IndieDev #GameDesign #DesignPhilosophy

  7. The Servitor is intentionally ranked at a Threat Level 2/5. Why? Because hostility is a choice made by the player, not the NPC. By making them non-hostile until their environment is threatened, I force players to consider the cost of "looting." Is that scrap metal worth triggering a coordinated defensive strike from three hovering maidens?

    #IndieDev #GameDesign #DesignPhilosophy

  8. The Servitor is intentionally ranked at a Threat Level 2/5. Why? Because hostility is a choice made by the player, not the NPC. By making them non-hostile until their environment is threatened, I force players to consider the cost of "looting." Is that scrap metal worth triggering a coordinated defensive strike from three hovering maidens?

    #IndieDev #GameDesign #DesignPhilosophy

  9. The Servitor is intentionally ranked at a Threat Level 2/5. Why? Because hostility is a choice made by the player, not the NPC. By making them non-hostile until their environment is threatened, I force players to consider the cost of "looting." Is that scrap metal worth triggering a coordinated defensive strike from three hovering maidens?

    #IndieDev #GameDesign #DesignPhilosophy

  10. The Servitor is intentionally ranked at a Threat Level 2/5. Why? Because hostility is a choice made by the player, not the NPC. By making them non-hostile until their environment is threatened, I force players to consider the cost of "looting." Is that scrap metal worth triggering a coordinated defensive strike from three hovering maidens?

    #IndieDev #GameDesign #DesignPhilosophy

  11. 💡 Remembering the visionary who reshaped the world of innovation.

    On the birth anniversary of Steve Jobs, we celebrate a legacy built on creativity, bold ideas, and relentless passion. His way of thinking continues to inspire innovators and dreamers across the globe. 🌍

    #SteveJobs #Visionary #ThinkDifferent #Innovation #Leadership #DesignPhilosophy #CreativeThinking #TechInspiration #SunriseTechnologies

  12. Great software starts with clear mental models. As I'm #BuildingInPublic, that means sharing the thinking, not just the features. In this article, I explain how years of managing a large #MusicCollection shaped Audiqa’s #DesignPhilosophy and conceptual foundation behind its library model:

    📖 blog.audiqa.app/the-shapre-of-

  13. Great software starts with clear mental models. As I'm , that means sharing the thinking, not just the features. In this article, I explain how years of managing a large shaped Audiqa’s and conceptual foundation behind its library model:

    📖 blog.audiqa.app/the-shapre-of-

  14. Great software starts with clear mental models. As I'm #BuildingInPublic, that means sharing the thinking, not just the features. In this article, I explain how years of managing a large #MusicCollection shaped Audiqa’s #DesignPhilosophy and conceptual foundation behind its library model:

    📖 blog.audiqa.app/the-shapre-of-

  15. Great software starts with clear mental models. As I'm #BuildingInPublic, that means sharing the thinking, not just the features. In this article, I explain how years of managing a large #MusicCollection shaped Audiqa’s #DesignPhilosophy and conceptual foundation behind its library model:

    📖 blog.audiqa.app/the-shapre-of-

  16. Great software starts with clear mental models. As I'm #BuildingInPublic, that means sharing the thinking, not just the features. In this article, I explain how years of managing a large #MusicCollection shaped Audiqa’s #DesignPhilosophy and conceptual foundation behind its library model:

    📖 blog.audiqa.app/the-shapre-of-

  17. #Apple’s new #LiquidGlass design in #iOS26, while visually striking, introduces #conceptualdissonance. The refractive #glassmetaphor, intended to unify design across touchscreens and headsets, #contradicts the #directmanipulation inherent to iPhone interaction. This raises questions about alignment with user expectations and the foundational principles of Apple’s #designphilosophy. hvpandya.com/liquid-glass?eick #tech #media #news

  18. #Apple’s new #LiquidGlass design in #iOS26, while visually striking, introduces #conceptualdissonance. The refractive #glassmetaphor, intended to unify design across touchscreens and headsets, #contradicts the #directmanipulation inherent to iPhone interaction. This raises questions about alignment with user expectations and the foundational principles of Apple’s #designphilosophy. hvpandya.com/liquid-glass?eick #tech #media #news

  19. #Apple’s new #LiquidGlass design in #iOS26, while visually striking, introduces #conceptualdissonance. The refractive #glassmetaphor, intended to unify design across touchscreens and headsets, #contradicts the #directmanipulation inherent to iPhone interaction. This raises questions about alignment with user expectations and the foundational principles of Apple’s #designphilosophy. hvpandya.com/liquid-glass?eick #tech #media #news

  20. #Apple’s new #LiquidGlass design in #iOS26, while visually striking, introduces #conceptualdissonance. The refractive #glassmetaphor, intended to unify design across touchscreens and headsets, #contradicts the #directmanipulation inherent to iPhone interaction. This raises questions about alignment with user expectations and the foundational principles of Apple’s #designphilosophy. hvpandya.com/liquid-glass?eick #tech #media #news

  21. #Apple’s new #LiquidGlass design in #iOS26, while visually striking, introduces #conceptualdissonance. The refractive #glassmetaphor, intended to unify design across touchscreens and headsets, #contradicts the #directmanipulation inherent to iPhone interaction. This raises questions about alignment with user expectations and the foundational principles of Apple’s #designphilosophy. hvpandya.com/liquid-glass?eick #tech #media #news

  22. 🚀 Breaking News: Designer spends 1000 words pontificating on design philosophy after reading a zine on Dyson's evil #empire. 🎨 What follows is a deep dive into how technology and design are like, totally interconnected, man. 🌐 Spoiler alert: It’s still just #vacuums.
    2earth.github.io/website/20250 #BreakingNews #DesignPhilosophy #Dyson #TechnologyArt #HackerNews #ngated

  23. 🚀 Breaking News: Designer spends 1000 words pontificating on design philosophy after reading a zine on Dyson's evil #empire. 🎨 What follows is a deep dive into how technology and design are like, totally interconnected, man. 🌐 Spoiler alert: It’s still just #vacuums.
    2earth.github.io/website/20250 #BreakingNews #DesignPhilosophy #Dyson #TechnologyArt #HackerNews #ngated

  24. 🚀 Breaking News: Designer spends 1000 words pontificating on design philosophy after reading a zine on Dyson's evil #empire. 🎨 What follows is a deep dive into how technology and design are like, totally interconnected, man. 🌐 Spoiler alert: It’s still just #vacuums.
    2earth.github.io/website/20250 #BreakingNews #DesignPhilosophy #Dyson #TechnologyArt #HackerNews #ngated

  25. 🚀 Breaking News: Designer spends 1000 words pontificating on design philosophy after reading a zine on Dyson's evil #empire. 🎨 What follows is a deep dive into how technology and design are like, totally interconnected, man. 🌐 Spoiler alert: It’s still just #vacuums.
    2earth.github.io/website/20250 #BreakingNews #DesignPhilosophy #Dyson #TechnologyArt #HackerNews #ngated

  26. #Obsidian’s #JoshSawyer says it’s a mistake for #RPGs to abandon their crunchy, complex systems, the kind that attract so-called "sweaty" players, in favor of a "one size fits all" approach. And he’s right. You can still include easier #difficulty options without flattening the experience for everyone else.

    Not every game needs to be for everyone. Some of us want deep builds, hard choices, and meaningful stats. Sacrificing depth for broad appeal just waters down what makes RPGs special.

    Let players opt into the complexity. Don’t erase it.

    pcgamer.com/gaming-industry/ga

    #Gaming #GameDev #CRPG #JoshSawyer #Obsidian #DesignPhilosophy #VideoGames #IndieDev #Gamers #HardcoreGaming #Games

  27. Jony Ive reflects on Silicon Valley's early human-centric drive, now feeling joy is missing in tech (and it's not trivial). He also shared how tiny design details impact millions and his team's weekly breakfast bonding. #JonyIve #DesignPhilosophy #TechCulture

  28. @HollandJim Good call!🏆
    Am sorry to opine that, since Steve Job's passing in 2011, successive iPhone models have repeatedly failed to raise its cost-performance (or innovation..) ratio, with the latest generation being probably the worst.
    The last great iPhone model, imho, that still carried the #SteveJobs #designphilosophy, was the black #iphone5S.

  29. @HollandJim Good call!🏆
    Am sorry to opine that, since Steve Job's passing in 2011, successive iPhone models have repeatedly failed to raise its cost-performance (or innovation..) ratio, with the latest generation being probably the worst.
    The last great iPhone model, imho, that still carried the #SteveJobs #designphilosophy, was the black #iphone5S.

  30. @HollandJim Good call!🏆
    Am sorry to opine that, since Steve Job's passing in 2011, successive iPhone models have repeatedly failed to raise its cost-performance (or innovation..) ratio, with the latest generation being probably the worst.
    The last great iPhone model, imho, that still carried the #SteveJobs #designphilosophy, was the black #iphone5S.

  31. Like, in my opinion, our particular media of data, light, attention would require developing an instinct about how information flows from computer to computer [data], to display on an interface that takes advantage of quantum sorcery [light] to render as information that a human brain [attention] can attempt to parse.

    #Design #DesignPhilosophy

  32. Like, in my opinion, our particular media of data, light, attention would require developing an instinct about how information flows from computer to computer [data], to display on an interface that takes advantage of quantum sorcery [light] to render as information that a human brain [attention] can attempt to parse.

    #Design #DesignPhilosophy

  33. Like, in my opinion, our particular media of data, light, attention would require developing an instinct about how information flows from computer to computer [data], to display on an interface that takes advantage of quantum sorcery [light] to render as information that a human brain [attention] can attempt to parse.

    #Design #DesignPhilosophy

  34. Like, in my opinion, our particular media of data, light, attention would require developing an instinct about how information flows from computer to computer [data], to display on an interface that takes advantage of quantum sorcery [light] to render as information that a human brain [attention] can attempt to parse.

    #Design #DesignPhilosophy

  35. Like, in my opinion, our particular media of data, light, attention would require developing an instinct about how information flows from computer to computer [data], to display on an interface that takes advantage of quantum sorcery [light] to render as information that a human brain [attention] can attempt to parse.

    #Design #DesignPhilosophy

  36. Design is not just about aesthetics, it's about creating experiences for people. People ignore design that ignores people - a wise words by Frank Chimero 💡
    #designthinking #usercentereddesign #designforpeople #FrankChimero #designphilosophy

  37. Excuse me for waxing poetically a little about some #ThingUmbrella #DesignPhilosophy... 😅 But since questions about it do come up fairly regularly and the design does somewhat seem divergent from (dare I say) the majority of other JS tooling in the frontend dev domain, I'd like to quote (as a clarification) what I just wrote in some GH issue:

    "As for the auto-tracking & 'everything reactive by default' - that's exactly why all of these other tools require their enterprise-scale elaborate/complex pre-processing/transpilation tooling, something I've been strictly & fundamentally avoiding with all projects in this repo. In thi.ng/rdom, there's no "magic" reactivity or any form of centralized/auto-managed behind-the-scenes coordination and all reactivity and other control flow is forced to be explicit (by design). This not only provides super fine-grained control (see thi.ng/rstream & thi.ng/transducers for various reactivity/transformation building blocks), but also allows rdom to be absolutely nimble, components to be super simple, mix & match declarative/imperative updates, perform minimal updates without any need for diffing, and IMHO is just easier to reason about. I'm well aware this approach is not popular in the wider JS/frontend community, but in other language camps (e.g. #Clojure, now also #Zig) this 'no magic' and 'no hidden control flow' attitude is seen as one of the main design principles & net positives, even if it makes some parts more verbose (one can always build some cheap abstractions around that, if needed)...

    As a more general comment about the design of umbrella packages: Most of the provided packages here started out as relatively low-level building blocks and basis for (slowly) building up higher level tooling/convenience layers, to experiment with different techniques & approaches. For years, I've been doing that myself, but also was always kinda hoping/relying that other people would do so too (and then maybe even share/feedback some of those results 😉 - not so much, yet...).

    This design approach & focus on composability is totally counter to the much more popular all 'batteries-included' or 'zero-conf' myths and their constant re-invention of the wheel... To me composability and reasoning is 1000% more important!"

  38. Excuse me for waxing poetically a little about some #ThingUmbrella #DesignPhilosophy... 😅 But since questions about it do come up fairly regularly and the design does somewhat seem divergent from (dare I say) the majority of other JS tooling in the frontend dev domain, I'd like to quote (as a clarification) what I just wrote in some GH issue:

    "As for the auto-tracking & 'everything reactive by default' - that's exactly why all of these other tools require their enterprise-scale elaborate/complex pre-processing/transpilation tooling, something I've been strictly & fundamentally avoiding with all projects in this repo. In thi.ng/rdom, there's no "magic" reactivity or any form of centralized/auto-managed behind-the-scenes coordination and all reactivity and other control flow is forced to be explicit (by design). This not only provides super fine-grained control (see thi.ng/rstream & thi.ng/transducers for various reactivity/transformation building blocks), but also allows rdom to be absolutely nimble, components to be super simple, mix & match declarative/imperative updates, perform minimal updates without any need for diffing, and IMHO is just easier to reason about. I'm well aware this approach is not popular in the wider JS/frontend community, but in other language camps (e.g. #Clojure, now also #Zig) this 'no magic' and 'no hidden control flow' attitude is seen as one of the main design principles & net positives, even if it makes some parts more verbose (one can always build some cheap abstractions around that, if needed)...

    As a more general comment about the design of umbrella packages: Most of the provided packages here started out as relatively low-level building blocks and basis for (slowly) building up higher level tooling/convenience layers, to experiment with different techniques & approaches. For years, I've been doing that myself, but also was always kinda hoping/relying that other people would do so too (and then maybe even share/feedback some of those results 😉 - not so much, yet...).

    This design approach & focus on composability is totally counter to the much more popular all 'batteries-included' or 'zero-conf' myths and their constant re-invention of the wheel... To me composability and reasoning is 1000% more important!"

  39. Excuse me for waxing poetically a little about some #ThingUmbrella #DesignPhilosophy... 😅 But since questions about it do come up fairly regularly and the design does somewhat seem divergent from (dare I say) the majority of other JS tooling in the frontend dev domain, I'd like to quote (as a clarification) what I just wrote in some GH issue:

    "As for the auto-tracking & 'everything reactive by default' - that's exactly why all of these other tools require their enterprise-scale elaborate/complex pre-processing/transpilation tooling, something I've been strictly & fundamentally avoiding with all projects in this repo. In thi.ng/rdom, there's no "magic" reactivity or any form of centralized/auto-managed behind-the-scenes coordination and all reactivity and other control flow is forced to be explicit (by design). This not only provides super fine-grained control (see thi.ng/rstream & thi.ng/transducers for various reactivity/transformation building blocks), but also allows rdom to be absolutely nimble, components to be super simple, mix & match declarative/imperative updates, perform minimal updates without any need for diffing, and IMHO is just easier to reason about. I'm well aware this approach is not popular in the wider JS/frontend community, but in other language camps (e.g. #Clojure, now also #Zig) this 'no magic' and 'no hidden control flow' attitude is seen as one of the main design principles & net positives, even if it makes some parts more verbose (one can always build some cheap abstractions around that, if needed)...

    As a more general comment about the design of umbrella packages: Most of the provided packages here started out as relatively low-level building blocks and basis for (slowly) building up higher level tooling/convenience layers, to experiment with different techniques & approaches. For years, I've been doing that myself, but also was always kinda hoping/relying that other people would do so too (and then maybe even share/feedback some of those results 😉 - not so much, yet...).

    This design approach & focus on composability is totally counter to the much more popular all 'batteries-included' or 'zero-conf' myths and their constant re-invention of the wheel... To me composability and reasoning is 1000% more important!"

  40. Excuse me for waxing poetically a little about some #ThingUmbrella #DesignPhilosophy... 😅 But since questions about it do come up fairly regularly and the design does somewhat seem divergent from (dare I say) the majority of other JS tooling in the frontend dev domain, I'd like to quote (as a clarification) what I just wrote in some GH issue:

    "As for the auto-tracking & 'everything reactive by default' - that's exactly why all of these other tools require their enterprise-scale elaborate/complex pre-processing/transpilation tooling, something I've been strictly & fundamentally avoiding with all projects in this repo. In thi.ng/rdom, there's no "magic" reactivity or any form of centralized/auto-managed behind-the-scenes coordination and all reactivity and other control flow is forced to be explicit (by design). This not only provides super fine-grained control (see thi.ng/rstream & thi.ng/transducers for various reactivity/transformation building blocks), but also allows rdom to be absolutely nimble, components to be super simple, mix & match declarative/imperative updates, perform minimal updates without any need for diffing, and IMHO is just easier to reason about. I'm well aware this approach is not popular in the wider JS/frontend community, but in other language camps (e.g. #Clojure, now also #Zig) this 'no magic' and 'no hidden control flow' attitude is seen as one of the main design principles & net positives, even if it makes some parts more verbose (one can always build some cheap abstractions around that, if needed)...

    As a more general comment about the design of umbrella packages: Most of the provided packages here started out as relatively low-level building blocks and basis for (slowly) building up higher level tooling/convenience layers, to experiment with different techniques & approaches. For years, I've been doing that myself, but also was always kinda hoping/relying that other people would do so too (and then maybe even share/feedback some of those results 😉 - not so much, yet...).

    This design approach & focus on composability is totally counter to the much more popular all 'batteries-included' or 'zero-conf' myths and their constant re-invention of the wheel... To me composability and reasoning is 1000% more important!"

  41. Excuse me for waxing poetically a little about some #ThingUmbrella #DesignPhilosophy... 😅 But since questions about it do come up fairly regularly and the design does somewhat seem divergent from (dare I say) the majority of other JS tooling in the frontend dev domain, I'd like to quote (as a clarification) what I just wrote in some GH issue:

    "As for the auto-tracking & 'everything reactive by default' - that's exactly why all of these other tools require their enterprise-scale elaborate/complex pre-processing/transpilation tooling, something I've been strictly & fundamentally avoiding with all projects in this repo. In thi.ng/rdom, there's no "magic" reactivity or any form of centralized/auto-managed behind-the-scenes coordination and all reactivity and other control flow is forced to be explicit (by design). This not only provides super fine-grained control (see thi.ng/rstream & thi.ng/transducers for various reactivity/transformation building blocks), but also allows rdom to be absolutely nimble, components to be super simple, mix & match declarative/imperative updates, perform minimal updates without any need for diffing, and IMHO is just easier to reason about. I'm well aware this approach is not popular in the wider JS/frontend community, but in other language camps (e.g. #Clojure, now also #Zig) this 'no magic' and 'no hidden control flow' attitude is seen as one of the main design principles & net positives, even if it makes some parts more verbose (one can always build some cheap abstractions around that, if needed)...

    As a more general comment about the design of umbrella packages: Most of the provided packages here started out as relatively low-level building blocks and basis for (slowly) building up higher level tooling/convenience layers, to experiment with different techniques & approaches. For years, I've been doing that myself, but also was always kinda hoping/relying that other people would do so too (and then maybe even share/feedback some of those results 😉 - not so much, yet...).

    This design approach & focus on composability is totally counter to the much more popular all 'batteries-included' or 'zero-conf' myths and their constant re-invention of the wheel... To me composability and reasoning is 1000% more important!"